COVID-19 Story

Final
var anxiety;    //sound for computer anxiety
var sing;       //sound for birds singing
var doorclose;      //sound for door closing
var alarm;      //sound for the clock
var squish;     //sound for the virus
var drawer;

function preload() {                                          //loading sounds
    anxiety = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2021/11/Anxiety.wav");
    sing = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2021/11/birds.wav");
    doorclose = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2021/11/doorclose.m4a");
    alarm = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2021/11/clock.wav");
    squish = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2021/11/squish.wav")
    drawer = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2021/11/drawer.wav")

}

function soundSetup() { 
                            //setting the volume for each sound
   anxiety.setVolume(1);
   sing.setVolume(0.2);
   doorclose.setVolume(1);
   alarm.setVolume(1);
   squish.setVolume(1);
   drawer.setVolume(1);

}


var virus = [];       //array of "germs"
var painted = [];   //paint on the wall
var x = [];
var y = [];
var reliefBubbles = [];
var landscape = [];     //array that creates hills
var rock = [];      //array that creates rock
var trees = [];     //trees on the close side of the road
var trees2 = [];    //trees on the far side of the road
var cars = [];      //cars on the road
var flocks = [];    //flocks of birds

var bx = 180;       //bird coordinates and
var by = 180; 
var bdx = 0; 
var bdy= 0;
var textX = 100;    //the scrolling text on the TV 
var germShot = -1;      //which germ has been "shot" with the syringe
var r = 40;    //radius of clock
var theta = 0;  // angle of rotation (starting) for clock
var c = 10;     //to move the chart
var count = -10;    //to control where the germs "stop" on the screen
var EamonnX = 100;  //The x location of me as I walk  
var opacity = 255;
var size = 10;
var noiseParam = 0;
var noiseStep = 0.03;       //extremity of the slopes



function setup() {
    createCanvas(400,300);
    background(220);
    frameRate(5)
    noStroke();

    fill(136,238,143);          //first scene background
        rect(0,0,400,height);

    t1 = makeTurtle(380,200);       //constructing turtles for the computer anxiety
    t2 = makeTurtle(380,200);
    t3 = makeTurtle(380,200);
    t4 = makeTurtle(380,200);
    t5 = makeTurtle(380,200);
                                   //setting the color and weight
    t1.lowerPen();          
    t1.setColor(color(0));
    t1.setWeight(random(1,3));
    t2.lowerPen();
    t2.setColor(color(0));
    t2.setWeight(random(1,3));
    t3.lowerPen();
    t3.setColor(color(0));
    t3.setWeight(random(1,3));
    t4.lowerPen();
    t4.setColor(color(0));
    t4.setWeight(random(1,3));
    t5.lowerPen();
    t5.setColor(color(0));
    t5.setWeight(random(1,3));

    noStroke();

    for(var i=0;i<=width/5;i++){        //creating hills
        var n= noise(noiseParam);       //picks value 0-1
        var value = map(n,0,1,150,250);        //scales it to the canvas size

        landscape.push(value);      //adds to array
        noiseParam+=noiseStep;      //moves to the right for the next point in the array
   }


    for(var i=0;i<=width/5;i++){        //creating rocks  
        var n2= noise(noiseParam);       //picks value 0-1
        var value2 = map(n2,0,1,250,300);        //scales it to the canvas size

        rock.push(value2);      //adds to array
        noiseParam+=noiseStep;      //moves to the right for the next point in the array
    }


                                    //plotting the starting objects
    for (var i = 0; i < 30; i++){      
        var Tx = random(width);
        var Ty = random(280,height);
            trees[i] = makeTree(Tx,Ty);
    } 
    for (var i = 0; i < 30; i++){
        var Tx2 = random(width);
        var Ty2 = random(240,260);
            trees2[i] = makeTree(Tx2,Ty2);
    } 
    for (var i = 0; i < 2; i++){    
        var Fx = random(width);
        var Fy = random(0,200);
            flocks[i] = makeFlock(Fx,Fy);
    } 
 
    for (var i = 0; i < 10; i++){
        var Cx = random(width);
            cars[i] = makeCar(Cx);
    }

    useSound();
}


function draw() {
                            //storyboard for the animation
    if(frameCount > 0 & frameCount<=100){
        openingScene();
    }

    if(frameCount>100 & frameCount<=200){
        anxiety.stop();
        sceneTwo();
    }
    if(frameCount==100){
        squish.play();
    }

    if(frameCount>200 & frameCount<=380){
        sceneThree();
        squish.stop();  
    }
    if(frameCount==200){
        alarm.play();
    }

    if(frameCount>380){
        alarm.stop();
        sing.play(); 
        finalScene();
    }

    if(frameCount==380){
        sing.play(); 
    }

    if(frameCount>1000){
        sing.stop();
    }
}

function openingScene(){        
    Window(100,50);             //drawing the room
    bed(0,200);
    chair(270,190);
    laptop(350,210);
    Eamonn(295,160);

    if(frameCount>20){      //initializing the computer anxiety
        push();
            computerAnxiety();
        pop();
    }

    if(frameCount==20){
         anxiety.play();
    }
    
    desk(340,210);

    bird();
    fill(255);       //white
        rect(147.5,50,5,150);     //frames
        rect(100,122.5,100,5);
}

                            //functions for the first scene
function Window(x,y){
    push();
        translate(x,y);
            fill(155,245,245);    //light blue
                rect(0,0,100,150);      //glass
            fill(255);       //white
                rect(47.5,0,5,150);     //frames
                rect(0,72.5,100,5);
    pop();
}

function bed(x,y){
    push();
        translate(x,y);
            fill(10,95,193);      //dark blue 
                rect(0,0,100,height,10);      //beds
                rect(200,0,200,height,10);
    pop();
}

function chair(x,y){
    push();
        translate(x,y);
            fill(255);        //white
                rect(0,0,8,110);      //chair
                rect(0,55,55,8);
                rect(55,55,8,60);
    pop();
}

function desk(x,y){
    push();
        translate(x,y);
            fill(236,188,75);     //yellow-brown
                rect(0,0,75,100);
            fill(131,92,3);     //dark brown
                rect(-227,0,75,100)
            fill(166,123,21);   //light brown
                rect(-220,10,60,30);
            fill(131,92,3);     //dark brown
                ellipse(-190,25,10,10);       //knob

            if(mouseX>110 & mouseX<180 && mouseY>220 && mouseY<250 && mouseIsPressed){       //if mouse is pressed on drawer, open it
                fill(0);        //black
                   rect(-217,10,54,30);     //inside of drawer
                fill(166,123,21);   
                   rect(-220,20,60,30);
                fill(131,92,3);
                   ellipse(-190,35,10,10);      //knob
            }
    pop();
}

function laptop(x,y){
    push();
        translate(x,y);
            fill(150);    //gray
                rect(1,-2,30,3);               //laptop keyboard
                quad(30,0,30,3,43,-20,41,-23);    //screen
    pop();
}

function Eamonn(x,y){
    push();
        translate(x,y);
            fill(0);      //black
                rect(-10,65,65,20,10);      //legs
                rect(35,65,20,75,10);
            fill(186);  //gray
                rect(32,130,30,10,10);      //shoe
            fill(255,220,200);      //beige
                ellipse(2,0,29);        //head
                rect(-2,0,8,20);        //neck
            fill(242,201,69);       //golden brown
                ellipse(-6,0,13,27);        //hair
                ellipse(4,-10,27,10);
            fill(176,58,58);        //maroon
                rect(-13,20,30,60,15);      //shirt
            fill(176);      //gray
        push();
            rotate(radians(-80));       //reaching out to laptop
                rect(-40,5,15,50,15);   //arm
        pop();
            fill(255,220,200);      //beige
                ellipse(47,41,15);      //head

    pop();

}


function bird(){
    push();
        if(mouseX>90 &mouseX<190 &&mouseY>50 &&mouseY<190){      //is mouse is on window, show bird
            bdx = mouseX-bx;        //"easing" the bird
            bdy= mouseY-by; 
            bx = bx + 0.1*bdx; 
            by = by + 0.1*bdy; 
        fill(138,102,18);       //dark brown
            triangle(bx,by-5,bx,by+5,bx+20,by+random(-5,5));        //wings
            triangle(bx,by-5,bx,by+5,bx-20,by+random(-5,5));
        fill(213,99,12);        //red brown
            triangle(bx+1,by-13,bx+1,by-8,bx+11,by-10);     //beak
        fill(182,139,54);       //dark brown
            ellipse(bx,by,12,15);       //head
        fill(138,102,18);       //light brown
            ellipse(bx,by-10,10,10);
        }
    pop();
}

function computerAnxiety(){
    var EamonnHeadX = 295;      //coordinates of my head
    var EamonnHeadY = 160;
    t1.forward(random(1,3));    //move at varying speeds
    t2.forward(random(1,3));
    t3.forward(random(1,3));
    t4.forward(random(1,3));
    t5.forward(random(1,3));


        t1.turnToward(EamonnHeadX, EamonnHeadY, 80);    //move toward my head
        t2.turnToward(EamonnHeadX, EamonnHeadY, 20);
        t3.turnToward(EamonnHeadX, EamonnHeadY, 50);
        t4.turnToward(EamonnHeadX, EamonnHeadY, 60);
        t5.turnToward(EamonnHeadX, EamonnHeadY, 70);
        t1.left(random(-1, 1));     //to make the movement erratic
        t2.left(random(-1, 1));
        t3.left(random(-1, 1));
        t4.left(random(-1, 1));
        t5.left(random(-1, 1));
}


function sceneTwo(){
    fill(255,200,104);      //orange
        rect(0,0,width,height);     //background
    Television(70,50);      
    fill(161,105,9);        //brown
        rect(45,235,300,100);     //desk
    chart(135,65);
    TVAnxiety();
    syringe();

    if (mouseIsPressed & (germShot > -1)) {       //if mouse is pressed on germ, remove it from array
        virus.splice(germShot,1);
    }
}

function Television(x,y){
    push();
        translate(x,y);
            stroke(0);
            strokeWeight(10);
            fill(166,250,255);        //light blue
                rect(0,0,250,150);        //screen
                rect(115,150,10,20);      //stand (stroke color)
                rect(25,175,200,5);       //stand
            fill(252,49,49);      //red
            noStroke();
                rect(5,115,240,15);       //news banner
            textSize(10);
            fill(255);      //white
                text("CORONAVIRUS RISING IN US",textX,127);
                    textX-=5;        //move text
                    if(textX<5){        //reset text if reaches end of TV
                        textX = 100;
                }

    pop();
}

function chart(x,y){
    push();
          translate(x,y);
              fill(255);        //white
              strokeWeight(2);
              stroke(0);
                  rect(0,0,120,90);     //chart background
                  line(10,20,10,80);        //axis
                  line(10,80,100,80);
             fill(255,0,0);     //red
             textSize(20);
                 text("CASES", 30,20);
             strokeWeight(5);
                 var ttl = makeTurtle(12,78);       //create a turtle
                     ttl.setWeight(5);
                     ttl.setColor(color(255,0,0));      //red
                     ttl.left(45);      //making graph line
                     ttl.forward(30);
                     ttl.right(90);
                     ttl.forward(15);
                     ttl.left(90);
                     ttl.forward(c);
                         c+=2       //chart is going up
    pop();
}

function TVAnxiety(){
    if(frameCount % 4 == 0){       //every 4 frames, make new germ
        virus.push(makeGerm(200,150));
      }

    for(var i=0;i<virus.length;i++){        //move and show germs
        virus[i].show();
        virus[i].move();
      }

        count+=1;
    }

function makeGerm(startX,startY){               //germ constructor
    var germ = {x: startX,
                y:startY,
                dx: random(-10,10),     //speeds
                dy:random(-10,10),
                breadth:random(20,40),      //width of germ
                color:color(0),
                moving:true,       
                show: showGerm,
                move: moveGerm
            }
    return germ;
}

function showGerm(){        //germ drawing
    push();
        fill(6,158,31);     //dark green
        ellipse(this.x,this.y,this.breadth,this.breadth);       //germ body

        var t=makeTurtle(this.x,this.y)     //make a turtle for each germ
        t.setWeight(5);
        t.setColor(color(6,158,31));        //dark green

        for(var i=0;i<7;i++){               //creating the "spikes"
            t.forward(this.breadth-5);      //one spike
            t.raisePen();
            t.back(this.breadth-5);     //going back to center, turning
            t.right(60);
            t.lowerPen();
        }
    pop();
}

function moveGerm(){

    if(this.moving==true){      //move germ diagonally
        this.x += this.dx;
        this.y += this.dy;
      }

    if(this.x>width - count || this.x<0+count || this.y>height-count || this.y<0+count){      //if it hits a boundary, defined by a count
        this.moving=false;
      }
}

function syringe(){
    push();
        rectMode(CENTER);
        translate(mouseX,mouseY);
        rotate(radians(45));
        fill(220);      //light gray
            rect(0,0,20,50);        //bottle
        rectMode(CORNER);
            rect(-5,25,10,5);       //cap
            rect(-10,25,20,2);
        fill(247,131,236);      //pink
            rect(-10,0,20,25);      //syringe liquid
        strokeWeight(2);
        stroke(220);        //gray
            line(0,-25,0,-50);      //needle
    pop();
}


function sceneThree(){
    fill(250,240,191);      //beige
         rect(0,0,width,height);        //background
    paint();
    clock(300,100);
    fill(164,115,1);        //brown
          rect(0,250,width,height);     //floor
      fill(245,217,152);        //white-beige
          rect(width-20,0,20,height);       //wall
    table(180,160);
    fill(121,61,2);     //dark brown
        rect(375,115,5,155);        //door(closed)

    push();
        frameRate(20)

        if(frameCount<=320){        //animating me walking
            if(frameCount%4 ==0){       //alternating animations
                EamonnWalk(EamonnX,130);
            }else{
                EamonnStand(EamonnX,130);
            }
            EamonnX+=2      //moving me
        }

        if(frameCount>=320 & frameCount<340){      //reaching out to the door
            arm();
            EamonnStand(335,130);
        }

        if(frameCount>330 & frameCount<360){
            fill(121,61,2);     //dark brown
                rect(315,115,60,155);       //door(open)
                fill(232,219,108);      //gold
                ellipse(325,200,9,9);       //knob
        }

        if(frameCount==310){
            doorclose.play();
        }
       
    pop();
}
                                 //functions for scene three
function EamonnStand(x,y){             
    push();
        translate(x,y);
            fill(255,220,200);        //beige
                ellipse(0,0,29);      //head
                rect(-4,0,8,20);      //neck
            fill(242,201,69);       //golden brown
                ellipse(-6,0,13,27);        //hair
                ellipse(4,-10,27,10);
            fill(176,58,58);        //maroon
                rect(-13,20,25,60,15);      //shirt
            fill(0);        //black    
                quad(-13,70,12,70,9,130,-10,130);       //leg
            fill(176);      //gray
                rect(-8,20,15,50,15);       //arm
            fill(255,220,200);      //beige
                ellipse(-1,70,15);      //hand
            fill(186);      //gray
                rect(-13,130,30,10,10);     //shoe
    pop();
}


function EamonnWalk(x,y){
    push();
        translate(x,y);
            fill(255,220,200);
                ellipse(0,0,29);
                rect(-4,0,8,20);
            fill(242,201,69);
                ellipse(-6,0,13,27);
                ellipse(4,-10,27,10);
            fill(176,58,58);
                rect(-13,20,25,60,15);
            fill(0);
                quad(-13,70,12,70,-5,130,-24,130);      //legs
                quad(-13,70,12,70,25,130,5,130);
            fill(176)
                rect(-8,20,15,50,15);
            fill(255,220,200)
                ellipse(-1,70,15)
            fill(186,186,186);
                rotate(radians(5));     //rotated shoes
                    rect(-15,130,30,10,10);
                rotate(radians(-10));
                    rect(-7,130,30,10,10);
    pop();
}

function arm(){
    push();
        fill(176);
            rotate(radians(-35));
                rect(180,320,15,50,15);     //arm reaching out to door
    pop();

    fill(255,220,200);       //beige
        ellipse(366,196,15);     //hand
}



function clock(x,y){
    push();
        translate(x,y);
        var shake = random(-3,3);       //to shake the clock
            fill(0);   
                ellipse(0+shake,0+shake,50,50);     //clock
            fill(255);
                ellipse(0+shake,0+shake,r,r);
        frameRate(20);
            var clockX = r/2 * cos(radians(theta));
            var clockY = r/2 * sin(radians(theta));
            stroke(0);
                line(0+shake, 0+shake, clockX, clockY);       //clock hand
                theta +=10;     //turn the hand
    pop();
}

function table(x,y){
    push();
        translate(x,y);
        fill(121,61,2);     //brown
            rect(0,0,60,70);        //body
            rect(0,70,10,30);       //legs
            rect(50,70,10,30);
    pop();
}

function paint(){           //draw function for paint object
   
    push();
        x.push(mouseX);     //draw  a line to where the mouse is
        y.push(mouseY);


        for (var i=0; i < x.length-1; i++) {
            strokeWeight(map(mouseY,0,height,0,10));        //chamge stroke weight with y position
            stroke(color(random(255),random(255),random(255)));     //change color randomly
            line(x[i],y[i],x[i+1],y[i+1]);      //draw line from one position to next (mouse positions)
    }
    pop();
}

                                //functions for the final scene
function finalScene(){
    sunset(2);
    fill(255,252,229);      //white-yellow
        ellipse(200,200,50,50);     //sun
    hills();
    fill(189);      //gray
        rect(0,260,width,20);       //road

    removeFlock();
    newFlock();

    removeCar();
    newCar();
                                       //showing and moving objects
    for(var i=0;i<trees2.length;i++){
        trees2[i].show();
    }  
    for(var i=0;i<cars.length;i++){
        cars[i].show();
        cars[i].move();
    }                              
    for(var i=0;i<trees.length;i++){
        trees[i].show();
    }
   for(var i=0;i<flocks.length;i++){
        flocks[i].show();
        flocks[i].move();
    }

 

    fill(240,221,159,60);    //opaque orange
        rect(0,0,width,height);   //create haze

        rocks();
        relief();
        Eamonn3(260,200);
        textSize(20);
        fill(0,0,255);
        text("THE END",300,100);

}


function sunset(size) {
    var green=215;
    var blue=238;
    var red=141

    for (var y = size/2; y < height + 50; y += size) {      //nested loop for grid
        for (var x = size/2; x < width + 50; x += size) {
            fill(red,green,blue);
            rect(x, y, size, size);      
        }
    red += (200/(width/size));      //create gradient
    green +=(100/(height/size));
    blue -=(50/(height/size));
    }
}

function makeTree(startX,startY){      //tree constructor
    var tree = {x: startX,
                y:startY,
                breadth:5,
                color: color(random(130,200),random(100,150),0),
                show: showTree
            }
    return tree;
}

function showTree(){
    push();
         translate(this.x, this.y);        //appear at width,280
             fill(121,90,5);     //gray
                 rect(0,-20,this.breadth,20);      //draw railing markers
             fill(this.color);
                 ellipse(2,-30,20,20);      //leaves
    pop();   
}

function removeCar(){               //remove car from  array once out of sight
    var carsToKeep = [];
        for (var i = 0; i < cars.length; i++){
            if (cars[i].x > 0) {
                carsToKeep.push(cars[i]);
            }
        }
    cars = carsToKeep; 
}


function newCar() {     //create a new car at a given probability
    var newCarChance = 0.05; 
        if (random(0,1) < newCarChance) {
            cars.push(makeCar(width));      //create new car at the edge
   }
}

function moveCar(){
    this.x += this.speed;   //mpve cars
}  

function showCar(){     
    push();
        noStroke();
        translate(this.x, 260);   
        fill(this.color)            
            rect(0,-7,this.breadth,this.height);        //body of car

        if(this.speed>0){
            rect(25,0,10,10);        //car facing right
          }else{
              rect(-10,0,10,10);        //car facing left
          }

        fill(0);       //black
            ellipse(5,10,10,10);       //wheels
            ellipse(25,10,10,10);
    pop(); 
    
}

function makeCar(startX){
       var car = {x: startX,
                  breadth:25,
                  height:random(15,20),
                  speed: random(-5,5),
                  color: color(random(0,255),random(0,255),random(0,255)),
                  move: moveCar,
                  show: showCar
            }
    return car;
}

function moveFlock(){
    this.x += this.speed;       //move horizontally
    this.y -= this.speed/2;
} 


function removeFlock(){
    var flocksToKeep = [];
        for (var i = 0; i < flocks.length; i++){
            if (flocks[i].x > 0) {
                flocksToKeep.push(flocks[i]);
            }
        }
    flocks = flocksToKeep; 
}

function newFlock() {
    var newFlockChance = 0.01; 
        if (random(0,1) < newFlockChance) {
            flocks.push(makeFlock(0,random(0,200)));
        }
} 

function showFlock(){
    push();
          stroke(0);
          translate(this.x,this.y);
              for(var i=0;i<this.numBirds;i++){
                    line(0+(2*i)+random(-1,1),0+(2*i),5+(2*i),5+(2*i));     //wings of birds
                    line(5+(2*i),5+(2*i),10+(2*i),0+(2*i)+random(-1,1));
              }
      pop();    
}

function makeFlock(startX,startY){
    var flock = {x: startX,
                 y: startY,
                 numBirds: random(3,7),
                 speed:2,
                 move: moveFlock,
                 show: showFlock
            }
    return flock;
}

function hills(){
    beginShape();
    noStroke();
        fill(60,131,67);        //green
            for (i=0;i<width/5; i++){
                curveVertex(i*5,landscape[i])       //creates slopes by connecting two points
                curveVertex((i+1)*5,landscape[i+1]);
   
            }

            curveVertex(width,height);      //stable values that create the green fill
            curveVertex(0,height);
    endShape(CLOSE);        //end shape and fill it
}

function rocks(){
    beginShape();
    noStroke();
        fill(129);        //gray
            for (i=0;i<width/5; i++){
                curveVertex(i*5,rock[i])       //creates slopes by connecting two points
                curveVertex((i+1)*5,rock[i+1]);
   
}

            curveVertex(width,height);      //stable values that create the gray fill
            curveVertex(0,height);
    endShape(CLOSE);        //end shape and fill it
}

function relief(){
    if(frameCount % 10 == 0){       //every 4 frames, make new Bubble
        reliefBubbles.push(makeBubble(260,200));
      }

    for(var i=0;i<reliefBubbles.length;i++){        //move and show Bubbles
        reliefBubbles[i].show();
        reliefBubbles[i].move();
      }
}

function makeBubble(startX,startY){     //bubble constructor
    var bubble = {x: startX,
                y:startY, 
                opacity:255,
                size:10,
                show: showBubble,
                move: moveBubble
            }
    return bubble;
}

function showBubble(){
    push();
        fill(220,this.opacity);     //light gray
        ellipse(this.x,this.y,this.size,this.size);       //germ body
    pop();
}

function moveBubble(){
    this.size+=1;       //grow bubbles
    this.opacity-=3;        //fade 
}



function Eamonn3(x,y){  
    push();
        translate(x,y);
            fill(255,220,200);        //beige
                ellipse(0,0,40,40);       //head
                rect(-8,12,15,15);        //neck
            fill(242,201,69);     //golden brown
                ellipse(0,-2,38,35);      //hair
            push();
                fill(0);
                rotate(radians(50));      //legs in criss cross
                    rect(63,0,25,70,15);
                rotate(radians(-100));
                    rect(-87,0,25,70,15)
            pop();
                fill(176,58,58);
                    rect(-23,25,45,70,15);
    
    pop();
}


function mousePressed(){
    if(frameCount<100){                     //play drawer sound if mouse is pressed on drawer
        if(mouseX>110 & mouseX<180 && mouseY>220 && mouseY<250){ 
        drawer.play();
        }
    }

       germShot = -1;
    for (var i = 0; i < virus.length; i++) {
        var d = dist(mouseX, mouseY,
                      virus[i].x, virus[i].y)
        if (d < virus[i].breadth) {     //if clicked within a given germ
            germShot = i;       //pass this index to the splice function
        }
    }


}
                                        //turtle code, courtesy of Tom Cortina


function makeTurtle(tx, ty) {
    var turtle = {x: tx, y: ty,
                  angle: 0.0, 
                  penDown: true,
                  color: color(128),
                  weight: 1,
                  left: turtleLeft, right: turtleRight,
                  forward: turtleForward, back: turtleBack,
                  lowerPen: turtleLowerPen, raisePen: turtleRaisePen,
                  goto: turtleGoTo, angleto: turtleAngleTo,
                  turnToward: turtleTurnToward,
                  distanceTo: turtleDistTo, angleTo: turtleAngleTo,
                  setColor: turtleSetColor, setWeight: turtleSetWeight,
                  face: turtleFace};
    return turtle;
}

function turtleLeft(d) {
    this.angle -= d;
}


function turtleRight(d) {
    this.angle += d;
}


function turtleForward(p) {
    var rad = radians(this.angle);
    var newx = this.x + cos(rad) * p;
    var newy = this.y + sin(rad) * p;
    this.goto(newx, newy);
}


function turtleBack(p) {
    this.forward(-p);
}


function turtleLowerPen() {
    this.penDown = true;
}


function turtleRaisePen() {
    this.penDown = false;
}


function turtleGoTo(newx, newy) {
    if (this.penDown) {
      stroke(this.color);
      strokeWeight(this.weight);
      line(this.x, this.y, newx, newy);
    }
    this.x = newx;
    this.y = newy;
}


function turtleDistTo(x, y) {
    return sqrt(sq(this.x - x) + sq(this.y - y));
}


function turtleAngleTo(x, y) {
    var absAngle = degrees(atan2(y - this.y, x - this.x));
    var angle = ((absAngle - this.angle) + 360) % 360.0;
    return angle;
}


function turtleTurnToward(x, y, d) {
    var angle = this.angleTo(x, y);
    if (angle < 180) {
        this.angle += d;
    } else {
        this.angle -= d;
    }
}


function turtleSetColor(c) {
    this.color = c;
}


function turtleSetWeight(w) {
    this.weight = w;
}


function turtleFace(angle) {
    this.angle = angle;
    this.angle %= 360;
}

Generative Beach Landscape

When I saw the prompt for the project this week, I immediately thought of doing something with a noise function. I felt as though mountains wouldn’t allow for enough variability, so I decided to do a beach. I laid out the very basic sand, water, and sky, and then added embellishing elements to try to create a drive by beach scene.

Beach
var boats = [];     //arrays to hold respective objects
var clouds = [];
var umbrellas = [];
var planes = []; 
var buildings = [];
var railings = [];
var people = [];
var towels = [];
var landscape = [];     //array that creates slope of shoreline
var noiseParam = 0;     
var noiseStep = 0.005;      //defines extremity of shoreline slope


function setup() {
    createCanvas(480,300); 
    
    for (var i = 0; i < 3; i++){        //make a certain amount of (object) to start out, at random locations within a constraint
        var rx = random(width);
        var ry = random(80,150)
            boats[i] = makeBoat(rx,ry);
    }

    for (var i = 0; i < 3; i++){
        var Cx = random(width);
        var Cy = random(0,60)
            clouds[i] = makeCloud(Cx,Cy);
    }

    for (var i = 0; i < people.length; i++){
        var Tx = random(width);
        var Ty = random(250,300)
            towels[i] = makeTowel(Tx,Ty);
    }
    for (var i = 0; i < people.length; i++){
        var Px = random(width);
        var Py = random(250,300)
            people[i] = makePerson(Px,Py);
    }

    for (var i = 0; i < 5; i++){
        var Ux = random(width);
        var Uy = random(250,300)
            umbrellas[i] = makeUmbrella(Ux,Uy);
    }
    
    for (var i = 0; i < 15; i++){
        var Bx = random(width);
            buildings[i] = makeBuilding(Bx);
    }

    for (var i = 0; i < 0.9; i++){
        var Px = random(width);
        var Py = random(0,20)
            planes[i] = makePlane(Px,Py);
   }
    

    for(var i = 0;i <= width / 5;i++){    
        var n = noise(noiseParam);       //picks value 0-1
        var value = map(n,0,1,50,height);        //scales it to the canvas size

            landscape.push(value);      //adds to array
            noiseParam += noiseStep;      //moves to the right for the next point in the array
   }
    
    frameRate(5);
}



function draw() {
    background(3,220,245);

    fill(13,66,212,230);    //dark blue
        rect(0,height / 4,width,height);      //body of water   
    fill(227,232,164,175);  //pale beige
        rect(0,height / 4-7,width,7);    //distant shoreline

                    //call the functions to spawn and despawn respective obejcts
    removeBoat();         
    newBoat(); 

    removeCloud();
    newCloud();

    removeUmbrella();

    removePlane();
    newPlane();

    removeBuilding();
    newBuilding();

    removeRailing();
    newRailing();

    removePerson();

    removeTowel();
  
   
                                                //call the move and show functions to continually draw and redraw objects after updated coordinates
    for (var i = 0; i < clouds.length; i++){
        clouds[i].move();
        clouds[i].show();
    }

    for (var i = 0; i < buildings.length; i++){
        buildings[i].move();
        buildings[i].show();
     }

    for (var i = 0; i < boats.length; i++){
        boats[i].move();
        boats[i].show();
    }
   

    displayHorizon();

     for (var i = 0; i < towels.length; i++){
        towels[i].move();
        towels[i].show();
    }

    for (var i = 0; i < people.length; i++){
        people[i].move();
        people[i].show();
    }

    for (var i = 0; i < umbrellas.length; i++){
        umbrellas[i].move();
        umbrellas[i].show();
    }


    for (var i = 0; i < planes.length; i++){
       planes[i].move();
       planes[i].show();
     }

    fill(159,159,159);
        rect(0,height-50,width,40);
    fill(110,110,110);
        rect(0,height-45,width,30);


    for (var i = 0; i < railings.length; i++){
       railings[i].move();
       railings[i].show();
     }    
}

                        //functions to remove an object from a displayed array once "out of sight"
function removeBoat(){
    
    var boatsToKeep = [];    //the boats that should still be displayed
    for (var i = 0; i < boats.length; i++){
        if (boats[i].x + boats[i].breadth > 0) {    //if the boat is closer than it's width to the edge
            boatsToKeep.push(boats[i]);     //add this boat to the boats that will be displayed
        }
    }
    boats = boatsToKeep; // only display the baots currently being kept
}

function removeCloud(){
    var cloudsToKeep = [];
    for (var i = 0; i < clouds.length; i++){
        if (clouds[i].x + clouds[i].breadth > 0) {
           cloudsToKeep.push(clouds[i]);
        }
   }
    clouds = cloudsToKeep; 
}

function removeUmbrella(){
    var umbrellasToKeep = [];
    for (var i = 0; i < umbrellas.length; i++){
        if (umbrellas[i].x + umbrellas[i].breadth > 0) {
           umbrellasToKeep.push(umbrellas[i]);
        }
    }
    umbrellas = umbrellasToKeep; 
}

function removePlane(){
    var planesToKeep = [];
    for (var i = 0; i < planes.length; i++){
        if (planes[i].x + 150 > 0) {
           planesToKeep.push(planes[i]);
        }
   }
    planes = planesToKeep; 
}

function removeBuilding(){
    var buildingsToKeep = [];
        for (var i = 0; i < buildings.length; i++){
            if (buildings[i].x > 0) {
                buildingsToKeep.push(buildings[i]);
        }
   }
    buildings = buildingsToKeep; 
}

function removeRailing(){
    var railingsToKeep = [];
        for (var i = 0; i < railings.length; i++){
            if (railings[i].x > 0) {
                railingsToKeep.push(railings[i]);
        }
   }
    railings = railingsToKeep; 
}

function removePerson(){
    var peopleToKeep = [];
        for (var i = 0; i < people.length; i++){
            if (people[i].x > 0) {
               peopleToKeep.push(people[i]);
        }
   }
    people = peopleToKeep; 
}

function removeTowel(){
    var towelsToKeep = [];
        for (var i = 0; i < towels.length; i++){
            if (towels[i].x > 0) {
               towelsToKeep.push(towels[i]);
        }
   }
    towels = towelsToKeep; 
}

                    //functions to create new objects that come into sight

function newBoat() {

    var newBoatChance = 0.009;      //the chance that a new boat will appear
    if (random(0,1) < newBoatChance) {      //activate probability
        boats.push(makeBoat(width,random(100,150)));        //add a new boat if the porbability condition is met
    }
}
function newCloud() {

    var newCloudChance = 0.001; 
    if (random(0,1) < newCloudChance) {
        clouds.push(makeCloud(width,random(0,60)));
    }
}


function newPlane() {

    var newPlaneChance = 0.003; 
    if (random(0,1) < newPlaneChance) {
        planes.push(makePlane(width, random(0,50)));
   }
}

function newBuilding() {

    var newBuildingChance = 0.1; 
    if (random(0,1) < newBuildingChance) {
        buildings.push(makeBuilding(width));
   }
}

function newRailing() {

    var newRailingChance = 0.8; 
    if (frameCount % 2 == 0 & random(0,1) < newRailingChance) {    //spawn every two frames, if probability condition is met
        railings.push(makeRailing(width));
   }
}

                        //functions to move the objects across the screen
function moveBoat() {
    this.x += this.speed;       //add a speed value to the the x position to chance it every frame
}

function moveCloud(){
    this.x += this.speed;
 }
    
function moveUmbrella(){
    this.x += this.speed;
}

function movePlane(){
   this.x += this.speed;
}

function moveBuilding(){
   this.x += this.speed;
}  

function moveRailing(){
   this.x += this.speed;
}  

function movePerson(){
  this.x += this.Xspeed;
  this.y += this.Yspeed/3;       //move very slightly in Y direction
} 

function moveTowel(){
  this.x += this.speed;
} 

                                //functions to show (object) by drawing it at the requested coordinates
function showBoat() {               

    var floorHeight = 10; 
    push();
    translate(this.x, this.y);      //plot the drawing at the the coordinates given
    noStroke(); 
    for (var i = 0; i < this.nFloors; i++) {
        fill(this.color,this.y*2);  //random color, with varying opacity based on y value (distance from viewer)
            rect(0, -15 - (i * floorHeight), this.breadth-10*i, 10);        //the boat levels
        if(this.nFloors == 3){
            fill(255,this.y*2);     //white, varying opacity
                rect(3,-15-(i*floorHeight), this.breadth-12*i,7)        //to make a "yacht"
    }     
        if(this.nFloors == 2){
            fill(161,227,238,this.y*2);     //light blue, varying opacity
                rect(5,-13-(floorHeight),this.windowBreadth,7);     //window
        }
        if(this.nFloors == 1){
            strokeWeight(5);
            stroke(this.color,this.y*2);        //rnadom color of boat, varying opacity
                line(7,0-(floorHeight),-6,-15-(floorHeight));   //fishing gig
            strokeWeight(2);
                line(-6,-15-(floorHeight),random(-12,-16),5-(floorHeight));     //fishing line
        }

    }
    pop();
}

function showCloud(){

    var cloudHeight = 10;       //height of a cloud
    var cHeight = this.nClouds * cloudHeight;       //height dpends on how many clouds
    fill(255,200);      //pale white
    noStroke();
    push();
    translate(this.x, this.y);      //appear at width, and random y in a constraint
        for (var i = 0; i < this.nClouds; i++) {
             ellipse(0, -15 - (i * cHeight), this.breadth-10, 30);      //draw cloud
        }
    pop();

 }

function showUmbrella(){

    var umbrellaHeight = 10; 
    noStroke();
    push();
    translate(this.x, this.y+15);       //appear at width, random y between shoreline and height(adjusted to ensure no umbrellas in water)
    noStroke(); 
        fill(255);      //white
            rect(0,0, this.breadth, this.height);       //umbrella stand
        fill(this.color);   //random color
        rotate(radians(this.angle));    //turn at different angles
            arc(0,10,40,40,180,TWO_PI);     //umbrella dome
    pop();
}

function showPlane(){
    
    push();
        translate(this.x, this.y);      //appear at width, random y within constraint
        noStroke(); 
        scale(this.scale);      //scale randomly
            fill(220,this.scale*400);       //opacity deoends on size
                ellipse(50,42.5,10,30);     //plane body and wings
                ellipse(50,50,50,15);
                ellipse(50,60,10,30);
            fill(50,this.scale*400);     //dark gray, varying opacity
                ellipse(33,47,4,4);     //cockpit window
                    
                for(var x=39;x < 55;x+=4)     //plane windows
                    ellipse(x,50,4,4);

        strokeWeight(1);    
        stroke(0,this.scale*400);      //black
            line(55,57.5,110,57.5);     //flag ropes
            line(55,42.5,110,42.5);
    fill(this.color);   //random color
    noStroke();
        rect(110,37.5,45+random(-2,2),25);  //flag, moving
    pop();
}

function showBuilding(){
    
   // var floorHeight = 2;        //height of a floor
    //var buildingHeight = this.nFloors * floorHeight;        //building height depends on how many floors
    fill(this.color);     
    
    push();
        noStroke();
        translate(this.x, 70);      //appear at width,70 (far shoreline)
            rect(0, -10, this.breadth, this.height*2);         //draw building
    pop();
    
}

function showRailing(){
    
    push();
         translate(this.x, 280);        //appear at width,280
         fill(200,200,200);     //gray
         stroke(0);     //black
             rect(0, -20,this.breadth,20);      //draw railing markers
    pop();
    
}

function showPerson(){

    push();
        translate(this.x, this.y+20);       //appear at width, and a random heught between shoreline and bottom of canvas(adjusted to ensure nobody in the water)
            fill(this.skinColor);    //random brown tone   
                ellipse(0,-5,5,5);        //head
        rectMode(CENTER);
            fill(this.shirtColor);      //random color
                rect(0,10,this.breadth,this.height);       //body
            fill(this.pantsColor);      //random color
                rect(0,25,this.breadth,this.height);       //legs 
    pop();
}

function showTowel(){

    push();
       translate(this.x, this.y+30);        //appear at width, random y between shoreline and height  
           fill(this.towelColor);       //random color
               rect(0,0,this.breadth,this.height);     //draw towel
    pop();
}

                                    //constructors for each object

function makeBoat(startX,startY) {
    var boat = {x: startX,      //where it gets translated to
                y:startY,
                breadth: round(random(20,40)),  //it's width
                windowBreadth: random(5,10),    //window width  
                speed: random(-2,-0.1),     //how fast it moves across canvas
                nFloors: round(random(1,3)),    //how many floors there are 
                color: random(150,255),     //color of boat
                move: moveBoat,     //functions to move and show the boat
                show: showBoat}
    return boat;
}

function makeCloud(startX,startY){
    var cloud = {x: startX,
                y:startY,
                breadth: round(random(60,100)),
                speed: random(-0.7,-0.3),
                nClouds: round(random(1,3)),
                move: moveCloud,
                show: showCloud}
   return cloud;
}

function makeUmbrella(startX,startY){
    var umbrella = {x: startX,
                y:startY,
                breadth: round(random(2,4)),
                speed: round(random(-5,-4.99)),
                height: random(25,30),
                color: color(random(0,255),random(0,255),random(0,255)),       //color of hood
                angle: random(-20,20),      //angle of hood rotation
                move: moveUmbrella,
                show: showUmbrella
            }
    return umbrella;
}

function makePlane(startX,startY){
    var plane = {x: startX,
                y:startY,
                scale: random(1 / 4,1),       //size of plane
                speed: random(-7,-5),
                color: color(random(0,255),random(0,255),random(0,255)),
                move: movePlane,
                show: showPlane
            }
    return plane;
}

function makeBuilding(startX){
       var building = {x: startX,
                       breadth: 10,
                       height:10,
                       speed: -1.0,
                       color: random(50,200),
                       //distance: random(100,200),
                       //nFloors: round(random(2,8)),
                       move: moveBuilding,
                       show: showBuilding
            }
    return building;
}

function makeRailing(startX){
    var railing = {x: startX,
                   breadth:10,
                   speed: -20,
                   move: moveRailing,
                   show: showRailing
            }
    return railing;
}

function makePerson(startX,startY){
      var person = {x: startX,
                    y:startY,
                    breadth: random(5,8),
                    height: random(14,17),
                    skinColor: color(random(200,250),random(100,150),random(20,100)),
                    shirtColor: color(random(0,255), random(0,255),random(0,255)),
                    pantsColor: color(random(0,255), random(0,255),random(0,255)),
                    Xspeed: random(-7,-4),
                    Yspeed: random(-0.5,0.5),
                    move: movePerson,
                    show: showPerson}
   return person;
}


function makeTowel(startX,startY){
      var towel = {x: startX,
                    y:startY,
                    breadth: random(10,20),
                    height: random(5,15),
                    towelColor: color(random(0,255), random(0,255),random(0,255)),
                    speed: -5,
                    move: moveTowel,
                    show: showTowel}
   return towel;
}




function displayHorizon(){
landscape.shift();      //removes the first array element

    n = noise(noiseParam);       //selecting a noise value
    value = map(n,0,1,50,height);       //plotting it onto the canvas by mapping

landscape.push(value);      //adding it to the lanscape array
noiseParam+=noiseStep;      //adding step to parameter

push();
    beginShape();
        noStroke();
            fill(227,232,164);        //green
                for (i=0;i<width/5; i++){
                    var newUmbrellaChance = 0.001;      //frequencies for objects
                    var newPersonChance = 0.003;
                    var newTowelChance = 0.002;
                    var r = random(0,1);     //predictor

                if (r < newUmbrellaChance){
                    umbrellas.push(makeUmbrella(width,random(landscape[i],height)));                //construct an object between slope line and the bottom of the canvas
                }
                if(r<newPersonChance){
                    people.push(makePerson(width,random(landscape[i],height)));
                }
                if(r<newTowelChance){
                    towels.push(makeTowel(width,random(landscape[i],height)));
                }
                

    curveVertex(i*5,landscape[i])       //creates slopes by connecting two points
    curveVertex((i+1)*5,landscape[i+1])   

    
}

    curveVertex(width,height+50);      //stable values that create the green fill
    curveVertex(0,height+50);
endShape(CLOSE);        //end shape and fill it
pop();
}


Dynamic Factory

This code simulates a dynamic factory environment, with variable elements including functionality of the factory, speed of the factory, the background factories, and the time of day. The idea for gears came from another class of mine in which we used squares to create interesting compositions. One of mine was created by overlaying two squares to create a “gear” so I knew I wanted to visualize it in motion for this project. I coded the gears to that they appear to work together, and appear to create an output when doing so. The rest stemmed from this “factory” theme.

FactoryEamonn
var angle = 0;		//gear turn
var t = 34;		//gear translate
var eSize = 10;		//ball sizes, center gear
var ballY = 409;		//front ball Y position
var recX = 7*t; 		//top piston X translation
var RecX = 7*t;			//bottom piston X tranlation 
var recY=10.5*t;		//pistons Y translation
var dir = 1; 		//top piston direction
var direction = 1;		//bottom piston direction
var speed = 2;			//piston speed
var recSize =  18;		//piston length
var BallY = 125;		//middle ball Y position
var windowSize = 25;	//window size
var Bally = 300;	//furthest ball start
var bright = 0;


function setup() {
    createCanvas(500, 409);
    background(220);
    text("p5.js vers 0.9.0 test.", 10, 15);
}

function draw() {
	background (210,146, 6);		//orange brown
	push();
	if(mouseIsPressed){
		if(mouseButton == RIGHT){		//if the right button is pressed
			background(210 - mouseY/2, 146 - mouseY/2, 6 - mouseY/2);		//gets darker with higher Y
				if(mouseY > height/2){		//if the mouse Y is greater half the height
			fill(255);		//stars
				ellipse (100,200,1,1);
				ellipse (200,100,5,5);
				ellipse (300,100,3,3);
				ellipse (300,200,5,5);
				ellipse (300,300,3,3);
				ellipse (150,50,5,5);
				ellipse (420,120,2,2);
				ellipse (200,100,5,5);
				ellipse (150,150,5,5);
				ellipse (180,220,2,2);
				ellipse (300,200,1.5,1.5);
				ellipse (300,250,1,1);
				ellipse (450,100,2,2);
				ellipse (100,289,5,5);
				ellipse(50,70,2.5,2.5);
				ellipse (190,120,2.4,2.4);
				ellipse (100,289,5,5);
				ellipse(50,70,2.5,2.5);
				ellipse (200,60,1.2,1.2);
				ellipse(90,90,2,2);
				ellipse (230,200,2.4,2.4);
				ellipse (460,60,5,5);
				ellipse(440,100,2.7,2.7);
				ellipse (250,250,2.4,2.4);
				ellipse (260,200,3,3);
				ellipse(240,220,2.1,2.1);
				ellipse(300,110,1.7,1.7);
				ellipse (280,190,2.3,2.3);
				ellipse (290,140,3.1,3.1);
				ellipse(215,210,2,2);
				ellipse (400,90,2.3,2.3);
				ellipse (410,120,1.5,1.5);
				ellipse(420,50,2,2);
			}
			if(mouseY < height/2){ 		//if mouse Y is lower than the height
				fill(255,255,117);
				ellipse(0,mouseY,60,60);		//sun
			}
		}
	}
pop();
push();
				fill(0,0,0,200);
rectMode(CORNER);
	var m = max(min(mouseX, 250), 0);
	var size = m * 350.0 / 400.0;
				fill(0,0,0,height - mouseY);
	rect(10,height/2-recSize*1.5,75,500);		//left chimney
	rect(0,height/2,size,500);		//left building
size = 350-size;
				fill(0,0,0,mouseY+50);
	rect(110+m*190/400,height/2-recSize*2,size,500);		//back building
		var ballWidth = max(min(mouseY, 100), 0);
	rect(110+m*190/400,height/2-recSize*4,ballWidth,37);		//back chimney
	
	if(BallY < 0){		//if ball goes past 0
		BallY = height/2-recSize*4;		//reappear at height of back chimney
}

	BallY = BallY-1;	//move up by 1 point 
		ellipse(110+m*190/400+ballWidth/2,BallY,ballWidth,-ballWidth);		//middle ball

	if(Bally < 0){		//if ball goes past 0
		Bally = 250;		//reset ball height to 250
}

	Bally = Bally-2	;	//move up by 2 points
			fill(0,0,0,mouseX);		//opacity changes with mouseX
			if(mouseY > 200){			//if mouse Y is greater than half the height
				fill(210,146, 6);		//fill changes to background (disappears)
			}

		ellipse(380,Bally,height / 4 - ballWidth,height / 4 - ballWidth);	//right ball
			fill(0,0,0);


rectMode(CENTER);		//rectangles oriented by center point

			fill(150);
rect(recX,recY + 5,3.2*recSize,1 / 2*recSize);		//top piston still
rect(RecX,recY + 25,3.5*recSize,1 / 2*recSize);		//bottom piston still

if(mouseX < 1.5*t & mouseY < 1.5*t){		//if mouse is in the top left corner
	if(recX > width-220 || recX < width-266){		//piston range
	dir =- dir; 		//top piston bounces
}
	if(RecX > width-220 || RecX < width-266){		//piston range
	direction = -direction;		//bottom piston bounces
}
	fill(150);		//light gray

push();
if(mouseIsPressed){
	if(mouseButton == LEFT){		//if left mouse button pressed
	ballY = ballY-20;		//ball speed up to 20 points 
	speed = 10;		//pistons speed up by factor of 10
	angle += 4;		//angle doubles
}
}
else{
	speed = 2;		//speed reset to 2

}
pop();
	
push();
	recX += dir*speed		//piston move
		rect(recX,recY+5,3.2*recSize,1 / 2*recSize);		//top piston
	RecX += -direction*speed;		//piston move	
		rect(RecX,recY+25,3.5*recSize,1 / 2*recSize);		//bottom piston
}
pop();

push();
	translate (6.7*t, 11*t);		//last piston
if(mouseX < 1.5*t & mouseY < 1.5*t){		//first gear in place
	rotate(radians(angle));	//spin rate
}
			fill(150);
		rect(0,0,50,50);		//gear part
		quad (t,0,0,t,-t,0,0,-t)		//gear part
			fill(50);		//dark gray
		ellipse(0,0, eSize, eSize);		//gear center
pop();	

push();
	translate(t,6.7*t);		//first piston
if(mouseX < 1.5*t & mouseY < 1.5*t){
	rotate(radians(-angle));
}
			fill(150);
		rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
		ellipse(0,0, eSize, eSize);	

pop();

		rectMode(CORNER);

			fill(150)
		rect(width-220,height-200,220,200);		//front building
		rect(width-100,height-250,50,100);		//front chimney
			fill(175,129,3);		//gray-orange
		rect(width-205,height-180,windowSize, windowSize*2);		//top row windows
		rect(width-165,height-180,windowSize,windowSize*2);
		rect(width-125,height-180,windowSize,windowSize*2);
		rect(width-40,height-180,windowSize,windowSize*2);
		rect(width-205,height-120,windowSize, windowSize*2);		//middle row windows
		rect(width-165,height-120,windowSize,windowSize*2);
		rect(width-125,height-120,windowSize,windowSize*2);
		rect(width-40,height-120,windowSize,windowSize*2);
		rect(width-205,height-60,windowSize, windowSize*2);		//bottom row windows
		rect(width-165,height-60,windowSize,windowSize*2);
		rect(width-125,height-60,windowSize,windowSize*2);
		rect(width-40,height-60,windowSize,windowSize*2);

push();

angle += 2
			fill(150);		
	translate(mouseX,mouseY);		//cursor gear
	rotate (radians(angle));
		rectMode(CENTER);
	noStroke();
		rect(0,0,50,50);
		quad (t,0,0,t,-t,0,0,-t)
pop();

			fill(50);
		ellipse(mouseX,mouseY,eSize,eSize);		//cursor gear center 

			fill(150);
	rectMode(CENTER);
	noStroke();

push();
	translate(t,2.9*t);		//first gear

if(mouseX < 1.5*t & mouseY < 1.5*t){
	rotate(radians(-angle))
}
		rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
		ellipse(0,0, eSize, eSize)
pop();

push();
	translate(1.5*t,4.8*t);		//second gear
if(mouseX < 1.5*t & mouseY < 1.5*t){
	rotate(radians(angle))
}
			fill(150);
		rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
		ellipse(0,0, eSize, eSize)
pop();

push();
	translate(1.5*t,8.6*t);		//third gear

if(mouseX < 1.5*t & mouseY < 1.5*t){
	rotate(radians(angle))
}
			fill(150);
		rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
		ellipse(0,0, eSize, eSize)
pop();

push();
	translate(t,10.5*t);		//fourth gear

if(mouseX < 1.5*t & mouseY < 1.5*t){
	rotate(radians(-angle))
}
			fill(150);
		rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
	ellipse(0,0, eSize, eSize)
pop();

push();
	translate (2.9*t, 11*t)		//fifth gear

if(mouseX < 1.5*t & mouseY < 1.5*t){
	rotate(radians(angle))
}
			fill(150);
	rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
	ellipse(0,0, eSize, eSize)
pop();

push();
	translate (4.8*t, 10.5*t)		//sixth gear

if(mouseX < 1.5*t & mouseY < 1.5*t){	
	rotate(radians(-angle))
}
			fill(150);
		rect(0,0,50,50);	
		quad (t,0,0,t,-t,0,0,-t)
			fill(50);
		ellipse(0,0, eSize, eSize)
pop();

push();
			fill(125);
if(mouseX<1.5*t & mouseY<1.5*t){
if(ballY<0){
	ballY = 409;
}
ballY = ballY-2;		//moves up by 2 points
fill(150);
	ellipse(width-75,ballY,eSize*3,eSize*3)		//front ball

	
}

}

Beach

beaches
var boats = [];     //arrays to hold respective objects
var clouds = [];
var umbrellas = [];
var planes = []; 
var buildings = [];
var railings = [];
var people = [];
var towels = [];
var landscape = [];     //array that creates slope of shoreline
var noiseParam = 0;     
var noiseStep = 0.005;      //defines extremity of shoreline slope


function setup() {
    createCanvas(480,300); 
    
    for (var i = 0; i < 3; i++){        //make a certain amount of (object) to start out, at random locations within a constraint
        var rx = random(width);
        var ry = random(80,150)
            boats[i] = makeBoat(rx,ry);
    }

    for (var i = 0; i < 3; i++){
        var Cx = random(width);
        var Cy = random(0,60)
            clouds[i] = makeCloud(Cx,Cy);
    }

    for (var i = 0; i < people.length; i++){
        var Tx = random(width);
        var Ty = random(250,300)
            towels[i] = makeTowel(Tx,Ty);
    }
    for (var i = 0; i < people.length; i++){
        var Px = random(width);
        var Py = random(250,300)
            people[i] = makePerson(Px,Py);
    }

    for (var i = 0; i < 5; i++){
        var Ux = random(width);
        var Uy = random(250,300)
            umbrellas[i] = makeUmbrella(Ux,Uy);
    }
    
    for (var i = 0; i < 15; i++){
        var Bx = random(width);
            buildings[i] = makeBuilding(Bx);
    }

    for (var i = 0; i < 0.9; i++){
        var Px = random(width);
        var Py = random(0,20)
            planes[i] = makePlane(Px,Py);
   }
    

    for(var i=0;i<=width/5;i++){    
        var n= noise(noiseParam);       //picks value 0-1
        var value = map(n,0,1,50,height);        //scales it to the canvas size

            landscape.push(value);      //adds to array
            noiseParam+=noiseStep;      //moves to the right for the next point in the array
   }
    
    frameRate(5);
}



function draw() {
    background(3,220,245);

    fill(13,66,212,230);    //dark blue
        rect(0,height/4,width,height);      //body of water   
    fill(227,232,164,175);  //pale beige
        rect(0,height/4-7,width,7);    //distant shoreline

                    //call the functions to spawn and despawn respective obejcts
    removeBoat();         
    newBoat(); 

    removeCloud();
    newCloud();

    removeUmbrella();

    removePlane();
    newPlane();

    removeBuilding();
    newBuilding();

    removeRailing();
    newRailing();

    removePerson();

    removeTowel();
  
   
                                                //call the move and show functions to continually draw and redraw objects after updated coordinates
    for (var i = 0; i < clouds.length; i++){
        clouds[i].move();
        clouds[i].show();
    }

    for (var i = 0; i < buildings.length; i++){
        buildings[i].move();
        buildings[i].show();
     }

    for (var i = 0; i < boats.length; i++){
        boats[i].move();
        boats[i].show();
    }
   

    displayHorizon();

     for (var i = 0; i < towels.length; i++){
        towels[i].move();
        towels[i].show();
    }

    for (var i = 0; i < people.length; i++){
        people[i].move();
        people[i].show();
    }

    for (var i = 0; i < umbrellas.length; i++){
        umbrellas[i].move();
        umbrellas[i].show();
    }


    for (var i = 0; i < planes.length; i++){
       planes[i].move();
       planes[i].show();
     }

    fill(159,159,159);
        rect(0,height-50,width,40);
    fill(110,110,110);
        rect(0,height-45,width,30);


    for (var i = 0; i < railings.length; i++){
       railings[i].move();
       railings[i].show();
     }    
}

                        //functions to remove an object from a displayed array once "out of sight"
function removeBoat(){
    
    var boatsToKeep = [];    //the boats that should still be displayed
    for (var i = 0; i < boats.length; i++){
        if (boats[i].x + boats[i].breadth > 0) {    //if the boat is closer than it's width to the edge
            boatsToKeep.push(boats[i]);     //add this boat to the boats that will be displayed
        }
    }
    boats = boatsToKeep; // only display the baots currently being kept
}

function removeCloud(){
    var cloudsToKeep = [];
    for (var i = 0; i < clouds.length; i++){
        if (clouds[i].x + clouds[i].breadth > 0) {
           cloudsToKeep.push(clouds[i]);
        }
   }
    clouds = cloudsToKeep; 
}

function removeUmbrella(){
    var umbrellasToKeep = [];
    for (var i = 0; i < umbrellas.length; i++){
        if (umbrellas[i].x + umbrellas[i].breadth > 0) {
           umbrellasToKeep.push(umbrellas[i]);
        }
    }
    umbrellas = umbrellasToKeep; 
}

function removePlane(){
    var planesToKeep = [];
    for (var i = 0; i < planes.length; i++){
        if (planes[i].x + 150 > 0) {
           planesToKeep.push(planes[i]);
        }
   }
    planes = planesToKeep; 
}

function removeBuilding(){
    var buildingsToKeep = [];
        for (var i = 0; i < buildings.length; i++){
            if (buildings[i].x > 0) {
                buildingsToKeep.push(buildings[i]);
        }
   }
    buildings = buildingsToKeep; 
}

function removeRailing(){
    var railingsToKeep = [];
        for (var i = 0; i < railings.length; i++){
            if (railings[i].x > 0) {
                railingsToKeep.push(railings[i]);
        }
   }
    railings = railingsToKeep; 
}

function removePerson(){
    var peopleToKeep = [];
        for (var i = 0; i < people.length; i++){
            if (people[i].x > 0) {
               peopleToKeep.push(people[i]);
        }
   }
    people = peopleToKeep; 
}

function removeTowel(){
    var towelsToKeep = [];
        for (var i = 0; i < towels.length; i++){
            if (towels[i].x > 0) {
               towelsToKeep.push(towels[i]);
        }
   }
    towels = towelsToKeep; 
}

                    //functions to create new objects that come into sight

function newBoat() {

    var newBoatChance = 0.009;      //the chance that a new boat will appear
    if (random(0,1) < newBoatChance) {      //activate probability
        boats.push(makeBoat(width,random(100,150)));        //add a new boat if the porbability condition is met
    }
}
function newCloud() {

    var newCloudChance = 0.001; 
    if (random(0,1) < newCloudChance) {
        clouds.push(makeCloud(width,random(0,60)));
    }
}


function newPlane() {

    var newPlaneChance = 0.003; 
    if (random(0,1) < newPlaneChance) {
        planes.push(makePlane(width, random(0,50)));
   }
}

function newBuilding() {

    var newBuildingChance = 0.1; 
    if (random(0,1) < newBuildingChance) {
        buildings.push(makeBuilding(width));
   }
}

function newRailing() {

    var newRailingChance = 0.8; 
    if (frameCount % 2 == 0 & random(0,1)

Final Proj: Quarantine Baking Simulator

sketchDownload
//iris yip
//15-104
//deliverable week 15
//final project

var page = 1; //set up a bunch of different "scenes"
let spatula;


function setup() {
  createCanvas(500, 500);
  
}

function preload(){
  img1 = loadImage("https://i.imgur.com/cAQMiab.png");
  img2 = loadImage("https://i.imgur.com/Uab6uYu.png");
  img3 = loadImage("https://i.imgur.com/usB1pJE.png");
  img4 = loadImage("https://i.imgur.com/Imd0Dek.png");
  img5 = loadImage("https://i.imgur.com/XLEACUR.png");
  img6 = loadImage("https://i.imgur.com/iljGqZW.png");
  img7 = loadImage("https://i.imgur.com/Y2B65ub.png");
  img8 = loadImage("https://i.imgur.com/ZI2Soyy.png");
  
  day1 = loadImage("https://i.imgur.com/TPgUWUu.png");
  day3 = loadImage("https://i.imgur.com/XwD89x3.png");
  day4 = loadImage("https://i.imgur.com/i58a6SY.png");
  day6 = loadImage("https://i.imgur.com/WIZ958Z.png");
  day7 = loadImage("https://i.imgur.com/9f5exQ8.png");
  day8 = loadImage("https://i.imgur.com/fWXxfYN.png");
  
  fin = loadImage("https://i.imgur.com/IDq3zRs.png");
  die = loadImage("https://i.imgur.com/smkS7Ca.png");
  
  //spatula
  
  spatula1= loadImage("https://i.imgur.com/FMitxk1.png");
  
  //knife
  
  knife1 = loadImage("https://i.imgur.com/a9yMiM4.png");
  
}

function draw() { //scenes
  
//page 1
  if (page == 1) {
  image(img1, 0, 0);
  }

//page 2
  else if (page == 2) {
  image(img2,0,0);
  }

//page 3
  else if (page == 3) {
  image(img3,0,0);
  }
  
//page 4
  else if (page == 4){
  image(img4,0,0);
  }
  
//page 5
  else if(page ==5){
  image(img5,0,0);
    
  image(spatula1,mouseX,mouseY);
  }

//page 6
  else if(page ==6){
  image(img6,0,0);
  }

  else if(page ==7){
  image(day1,0,0);
  }
  
  else if(page ==8){
  image(day3,0,0);
  }
  
  else if(page ==9){
  image(day4,0,0);
  }
  
  else if(page ==10){
  image(day6,0,0);
  }
  
  else if(page ==11){
  image(day7,0,0);
  }

  else if(page ==12){
  image(day8,0,0);
  }
  
  else if(page ==13){
  image(img7,0,0);
  }
  
  else if(page ==14){
  image(img8,0,0);
    
  image(knife1,mouseX,mouseY);
  }


//bad end
  else if (page == 20) {
    image(die,0,0);
  }
}


function mousePressed() {
  // PAGE 1 COMMANDS
  if (page == 1) {
    if (mouseX > 90 & mouseX < 300 && mouseY > 220 && mouseY < 400) {
     page = 2; //proceed forwards into the game
    }
    else if (mouseX > 300 & mouseX < 400 && mouseY > 350 && mouseY < 400) {
     page = 1; //stays the same
    }
  }
  
  //PAGE 3 COMMANDS
  if (page ==3) {
    if(mouseX > 350 & mouseY > 200){
      page = 4; //proceed forward
    }
  }
  //page 4
  if (page ==4){
    if(mouseX>400 & mouseY> 220){
      page = 5;
    }
  }
  //page 5
  if (page ==5){
    if(mouseX>150 & mouseX<250 && mouseY>50 && mouseY<250){
      page = 6
    }
  }
  //page 6
  if(page ==6){
    if(mouseX > 400 && mouseX<480 && mouseY> 60 && mouseY<200){
      page = 7;
    }
  }
  //page 7
  if(page ==7){
    if(mouseX>400 & mouseX<480 && mouseY> 60 && mouseY<200){
      page = 8;
    }
  }
  
  if(page ==8){
    if(mouseX>400 & mouseY > 60){
      page =9;
    }
  }
  if(page ==9){
    if(mouseX>50 & mouseX<480 && mouseY>60 && mouseY<300){
      page= 13;
    }
  }
  if(page ==13){
    if(mouseX>10 & mouseY>10){
      page= 14;
    }
  }
  if(page ==14){
    if(mouseX>130 & mouseX < 250 && mouseY> 150 && mouseY<200){
      page=15;
    }
  }
}


function keyPressed(){
  //PAGE 2 COMMNADS
  if(page==2){
    if(key=='a'){
    page =3; //proceed forwards
    }
    else if(key != 'a'){
    page =20; //dies
    }
  }
  
  //day1
  if(page== 7 & 8 && 9 && 11 && 12){
    if(key=='k'){
    page = 20
    }
    else if(key != 'k'){
    page =20;
    }
  }
  
  //last step
  if(page ==15){
    if(key=='360'){
    page = fin
    }
    else if(key !='360'){
    page =20;
    }
  }
}

For my final project, I wanted to make a ‘point-and-click’ adventure style game about baking during quarantine, which would act like a little tutorial adventure of sorts. Growing up, I played a lot of Cooking Mama on the Nintendo, which is where the primary inspiration for this game came from. The instructions for each step are given on the screen, which ranges from clicking on certain parts of the screen to pressing a key and clicking and dragging.

Overall, there were a few parts that I could not get to work (certain scenes being skipped, etc.) but it was really cool to try to replicate the type of mini-game that I would play a lot when I was younger! If I had more time, I’d go back and clean up the code so that it would run more efficiently, and also add in more complex scenes and a grading scale/system rather than the instant death mechanic function.

Week 15 – Final Project

My project is a simple interactive and informative game based on the theme of Covid-19. The setting takes place in a store with racks that display different supplies people use to prevent the spread of the disease. The main problem I realize these days is that people don’t seem to know which supplies and masks are necessary/appropriate during the pandemic. When you run my program, you should drag the objects in order from numbers 1-12 to either the shopping bag or the trash can. You should place the supply on the shopping bag if you think the object is necessary/effective during the pandemic, and place the supply on the trash can if you think the object is not necessary/effective during the pandemic. You will be able to see texts that explain whether the supplies are helpful or not in preventing Covid-19 when you place them onto the shopping bag or trash can. Also, Christmas season is coming. In celebration of the holiday, I’ve added some Christmas lights to the shop, like how real stores do during the holiday season. If I had more time, I would like to find out other ways to drag objects without having them collect multiple objects when they are overlapped in similar locations on canvas. Although it isn’t a problem in running my program and playing the game, adding codes that help objects be selected one by one despite overlapped locations would be great if I had more time to work on the project.

sketch
//Stefanie Suk
//ssuk@andrew.cmu.edu
//15-104 Section D

//Covid-19 Object Variables
var dentalMask = makedentalMask();
var n95Mask = maken95Mask();
var spongeMask = makespongeMask();
var clothMask = makeclothMask();
var homemadeMask = makehomemadeMask();
var bandanaMask = makebandanaMask();
var thermometer = makeThermometer();
var waterBottle = makewaterBottle();
var toiletPaper = maketoiletPaper();
var soap = makeSoap();
var lowSanitizer = makelowSanitizer();
var highSanitizer = makehighSanitizer();

//Shopping bag and Trash Can Variables
var shoppingBag = makeshoppingBag();
var trashCan = maketrashCan();

//Array of Covid-19 supplies
//Array of Shopping bag and Trashcan 
var covidObjects = [dentalMask, n95Mask, spongeMask, clothMask, homemadeMask, bandanaMask, 
                    thermometer, waterBottle, toiletPaper, soap, lowSanitizer, highSanitizer];
var bagandTrash = [shoppingBag, trashCan];

//offset variable for mouse press and drag supplies
var offsetX;
var offsetY;

//Objects for Covid-19 supplies, Shopping bag, and Trashcan with specific datas
function makeshoppingBag() {
    var shoppingBag = {
        imageUrl: "https://i.imgur.com/WdeIUp0.png",       //imageURL: url of object images
        positionX: 75,                                     //positionX: X position of objects on canvas
        positionY: 375,                                    //positionY: Y position of objects on canvas
    }
    return shoppingBag;
}

function maketrashCan() {
    var trashCan = {
        imageUrl: "https://i.imgur.com/5jjADwl.png",
        positionX: 330,
        positionY: 375,
    }
    return trashCan;
}

function makedentalMask() {
    var dentalMask = {
        imageUrl: "https://i.imgur.com/Lsg9xeK.png",
        imagex: 45,
        imagey: 25,
        positionX: 41,
        positionY: 167,
        informationTwo: "Dental Masks, "
                        + "Dental masks are effective in preventing Covid-19.",                                //informationTwo: texts when placed on trashcan
        information: "Dental Masks, Effective. "
                    + "Dental masks are designed to prevent the spread of droplets and splatters. "
                    + "Wearing surgical masks can reduce the spread of respiratory infection."
                    + "*Important* Surgical masks are designed to be used only once."                      //information: texts when placed on shopping bag
    }
        return dentalMask;
}

function maken95Mask() {
    var n95Mask = {
        imageUrl: "https://i.imgur.com/b5hh3hx.png",
        imagex: 45,
        imagey: 25,
        positionX: 106,
        positionY: 167,
        informationTwo: "N95 Masks, N95 masks are effective in preventing Covid-19.",
        information: "N95 Masks, Effective. N95 is the most protective mask against coronavirus and other respiratory "
                    + "diseases. It filters out 95% of particles from the air."
    }
    return n95Mask;
}

function makespongeMask() {
    var spongeMask = {
        imageUrl: "https://i.imgur.com/KhnI7An.png",
        imagex: 45,
        imagey: 25,
        positionX: 171,
        positionY: 169,
        informationTwo: "Sponge Mask, Not Effective. Sponge mask, or neoprene mask, may be designed to be comfortable, but "
                        + "is not effective in preventing the spread of Covid-19 disease. "
                        + "*Tips* Adding replaceable filer can help with the mask's effectiveness.",
        information: "Sponge Mask, Sponge masks are not effective in preventing Covid-19."
    }
    return spongeMask;
}

function makeclothMask() {
    var clothMask = {
        imageUrl: "https://i.imgur.com/SierEPM.png",
        imagex: 45,
        imagey: 25,
        positionX: 41,
        positionY: 242,
        informationTwo: "Effective, Cloth Masks bought in stores are effective in preventing Covid-19.",
        information: "Cloth Mask, Effective. A typical store-bought cloth mask is approximately 50% protective, but "
                    + "depending on its construction and quality, it can protect the virus to about 80-95%."
    }
    return clothMask;
}

function makehomemadeMask() {
    var homemadeMask = {
        imageUrl: "https://i.imgur.com/scSV8qR.png",
        imagex: 45,
        imagey: 25,
        positionX: 106,
        positionY: 242,
        informationTwo: "Handmade Mask, Not Effective. A single-layered handmade mask only filters 1% of particles "
                        + "from air. A two-layered cotton mask can filter only about 35% of particles. *Tips* More "
                        + "layers with more dense woven fabrics can increase the protection.",
        information: "Not Effective, Handmade Masks are not effective in preventing Covid-19."
    }
    return homemadeMask;
}

function makebandanaMask() {
    var bandanaMask = {
        imageUrl: "https://i.imgur.com/QX6uDBJ.png",
        imagex: 45,
        imagey: 25,
        positionX: 171,
        positionY: 242,
        informationTwo: "Bandanas, Not Effective. Covering your mouth and nose with a bandana provides little "
                        + "protection against droplets and does not filter particles from air.",
        information: "Not Effective, Bandanas are not effective in preventing Covid-19."
    }
    return bandanaMask;
}

function makeThermometer() {
    var thermometer = {
        imageUrl: "https://i.imgur.com/qbeSsFP.png",
        imagex: 30,
        imagey: 40,
        positionX: 285,
        positionY: 160,
        informationTwo: "Effective, Thermometers are effective in preventing Covid-19.",
        information: "Thermometer, Effective. Using a thermometer to check your body temperature daily is always "
                    + "important in preventing the spread of Covid-19. *Important* Make sure to check your body temperature does not go over 37.8C."
    }
    return thermometer;
}

function makewaterBottle() {
    var waterBottle = {
        imageUrl: "https://i.imgur.com/0h5YpiF.png",
        imagex: 20,
        imagey: 45,
        positionX: 359,
        positionY: 156,
        informationTwo: "Not Effective, Water. Suggestions are that drinking every 15 minutes would wash any virus down the throat, but there are at "
                        + "least thousands of viruses that we come into contact with and it’s highly unlikely you would wash all that virus down. "
                        + "Thus, the primary way the virus is transmitted is through respiratory droplets in the air.",
        information: "Not Effective, Drinking water is not effective in preventing Covid-19."
    }
    return waterBottle;
}

function maketoiletPaper() {
    var toiletPaper = {
        imageUrl: "https://i.imgur.com/pxMwAgb.png",
        imagex: 35,
        imagey: 35,
        positionX: 415,
        positionY: 161,
        informationTwo: "Toilet Papers, Not effective. There is absolutely no reason to buy toilet papers for preventing Covid-19. Stop stockpiling "
                        + "toilet papers, because they don’t help you prevent the spread of Covid-19.",
        information: "Not Effective, Toilet Papers are not effective in preventing Covid-19."
    }
    return toiletPaper;
}

function makeSoap() {
    var soap = {
        imageUrl: "https://i.imgur.com/JQBa2uV.png",
        imagex: 40,
        imagey: 30,
        positionX: 285,
        positionY: 239,
        informationTwo: "Effective, Soaps are effective in preventing Covid-19.",
        information: "Soaps, Effective. Washing your hands regularly with soap and water break germs up and remove them, which is one of the most "
                    + "effective ways to prevent Covid-19 from spreading."
    }
    return soap;
}

function makelowSanitizer() {
    var lowSanitizer = {
        imageUrl: "https://i.imgur.com/YdnSXSO.png",
        imagex: 20,
        imagey: 45,
        positionX: 359,
        positionY: 231,
        informationTwo: "40% Alcohol Sanitizers, Not Effective. Sanitizers with 40% alcohol doesn’t really help with disinfection. *Important* "
                        + "Not only sanitizers, but any alcohol solutions that contain less than 70% alcohol is ineffective.",
        information: "Not Effective, Sanitizers with 40% alcohol are not effective in preventing Covid-19."
    }
    return lowSanitizer;
}

function makehighSanitizer() {
    var highSanitizer = {
        imageUrl: "https://i.imgur.com/YZihMaD.png",
        imagex: 20,
        imagey: 45,
        positionX: 424,
        positionY: 231,
        informationTwo: "Effective, Sanitizers with 70% alcohol are effective in preventing Covid-19.",
        information: "70% Alcohol Sanitizers, Effective. Sanitizers (or any alcohol solutions) with 70% alcohol or more are "
                    + "perfect for disinfecting your hands and objects."
    }
    return highSanitizer;
}

function preload() {
    //Preload background image
    backgroundImage = loadImage("https://i.imgur.com/uRLr2HC.png");
    //Preload object images, push objects to new array
    bagandtrashImages = [];
    for (var i = 0; i < bagandTrash.length; i++) {
        bagandtrashImages.push(loadImage(bagandTrash[i].imageUrl));
    }
    covidobjectImages = [];
    for (var i = 0; i < covidObjects.length; i++) {
        covidobjectImages.push(loadImage(covidObjects[i].imageUrl));
    }
}

function setup() {
    createCanvas(500, 600);
    frameRate(10); //Frame rate for christmas lights
}

function draw() {
    //load images of background, covid objects, bag and trash 
    background(220);
    image(backgroundImage, 0, 0, 500, 600);

    for (var i = 0; i < bagandTrash.length; i++) {
        image(bagandtrashImages[i], bagandTrash[i].positionX, bagandTrash[i].positionY, 90, 100);
    }
    for (var i = 0; i < covidObjects.length; i++) {
        image(covidobjectImages[i], covidObjects[i].positionX, covidObjects[i].positionY, covidObjects[i].imagex, covidObjects[i].imagey);
        //drag object with mouse
        if (covidObjects[i].drag) {
            covidObjects[i].positionX = offsetX + mouseX;
            covidObjects[i].positionY = offsetY + mouseY;
        }
        //When objects placed in specific locations (bag and trashcan), text appears
        if ((covidObjects[i].positionX > 65) & (covidObjects[i].positionX < 145)) {
            if ((covidObjects[i].positionY > 400) && (covidObjects[i].positionY < 460)) {
                noStroke();
                fill(163, 160, 72);
                rect(3, 502, 486, 100);
                fill(0);
                text(covidObjects[i].information, 20, 520, 460, 70);                          //texts appear when placed on shopping bag
            }
        }

        if ((covidObjects[i].positionX > 310) & (covidObjects[i].positionX < 395)) {
            if ((covidObjects[i].positionY > 365) && (covidObjects[i].positionY < 465)) {
                noStroke();
                fill(163, 160, 72);
                rect(3, 502, 486, 100);
                fill(0);
                text(covidObjects[i].informationTwo, 20, 520, 460, 70);                       //texts appear when placed on trashcan
            }
        }
    }

    //lightbulbs on ceiling for Christmas holiday season
    for (var i = 5; i < 600; i = i+13) {
        push();
        translate(i, 5);
        makelightBulb();
        pop();
    }
}

function mousePressed() {
    //drag covid objects with mouse when mousepressed
    //drag when mouse pressed in specific range of object
    for (var i = 0; i < covidObjects.length; i++) {
        if (mouseX > covidObjects[i].positionX - 25 & mouseX < covidObjects[i].positionX + 25 && mouseY > covidObjects[i].positionY - 25 && mouseY < covidObjects[i].positionY + 25) {
            offsetX = covidObjects[i].positionX - mouseX;
            offsetY = covidObjects[i].positionY - mouseY;
            covidObjects[i].drag = true;
        }
    }
}

function mouseReleased() {
    for (var i = 0; i < covidObjects.length; i++) {
        covidObjects[i].drag = false;
    }
}

function makelightBulb() {
    //variables for lightbulb colors
    var lightColor;
    var lightVariations;

    //red, green, blue, yellow randomly used
    lightColor = floor(random(1, 5));
    if (lightColor === 1) {
        lightVariations = [255, 0, 0];
    }
    if (lightColor === 2) {
        lightVariations = [0, 255, 0];
    }
    if (lightColor === 3) {
     lightVariations = [0, 0, 255];
    }
    if (lightColor === 4) {
     lightVariations = [255,255,0];
    }

    //left side of canvas, square lightbulbs
    //right side of canvas, circle lightbulbs
    fill(lightVariations);
    if (mouseX > width/2) {
        ellipse(5, 5, 7, 7);
    } else {
        rect(2, 2, 7, 7);
    }
}

Final Project: COVID cases and temperatures

https://editor.p5js.org/ssahasra/present/mf6vOSPgw

This is a video of the Final p5.js program.

The idea was to correlate temparatures and COVID cases of two months far apart from each other in the year 2020.

I used arrays to fill in the values of the number of cases (height of bar) with loops and used the buttons [mouse interactions] and array, objects to create effects of different weather conditions. For some of the weather effects I sourced code from current projects on the internet.

[This was the very first version, and evolved to a much different version with iteration after I received feedback from the Instructor and TAs

After receiving feedback on my proposal, I made two key changes:

1. Instead of using files to load data I added the values to indices of an array, to create a data visualization + monthly calendar that shows the number of COVID cases

2. I made it more relevant to the theme of 2020. Earlier I was working only with temperature data, but now I decided to represent the relationship between temperature and COVID cases.

The central idea of my projects is to create an interactive visualization + calendar that allows the viewer to compare different months of the year and see how temperature affects the rise in COVID cases (although there are of course other factors for the rise) Furthermore, I want to use mouse interactions to filter certain days when temperatures are in particular range using the buttons on the right (see diagram and code). I am still in the process of adding interactivity and controls using the <function mousePressed()> Optionally, a hover state over one or two of the bars (if time permits, to show the temperature and number of COVID cases to make it a more realistic visualisation)

When the button is pressed, some bar graphs that are not in that temperature range, will disappear and I want to use random motion, I learnt in class to create effects of snow, rain, sun etc in the background of each month. If I am successful in this, as a next step, I would also like to add sound files that create sound effects along with the visual effects of the weather. For the visual effects, my plan is to use the code I used for the snow and change parameters, color, speed etc, to create the other weather effects. For examples: raindrops will be blue and would sway less, and fall down in straighter lines than snow.

Below is the code snippet for the entire final program:

let lastFramePress = false;
let toggle = false;
let value = 0;
let button;
let snowflakes = []; // array to hold snowflake objects
let rain = [];

let snow ;







mayCases = [1540, 1307, 1008, 913, 975, 1022, 1160, 1352, 1160, 
            1376, 520, 850, 787, 964, 1020, 1050, 517, 931, 728, 
            747, 1101, 1053, 797, 554, 700, 517, 773, 666, 761, 716, 429]

mayMidTempCases = [0, 1307, 1008, 0, 0, 0, 1160, 0, 0, 
            1376, 0, 0, 787, 964, 0, 1050, 0, 931, 728, 
            747, 1101, 1053, 797, 0, 0, 0, 0, 0, 761, 716, 429] //on high temparature days

mayHighTempCases = [0, 0, 0, 0, 0, 0, 0, 0, 0, 
            0, 0, 0, 0, 0, 1020, 0, 517, 0, 0, 
            0, 0, 0, 0, 554, 700, 517, 773, 666, 761, 716, 429] //on mid temparature days    

mayLowTempCases = [1540, 0, 0, 913, 975, 1022, 0, 1352, 1160, 
            0, 520, 850, 0, 0, 0, 0, 0, 0, 0, 
            0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] //on low temparature days           

novCases = [2815, 3648, 3236, 2580, 4562, 4322, 4098, 6023,
            5834, 4395, 4647, 6241, 5721, 6486, 6881, 7028, 
            5874, 6541, 6462, 6365, 6956, 7427, 8362, 6883,
            5144, 5584, 6956, 8654, 11268, 5000]

novHighTempCases = [0, 0, 3236, 2580, 4562, 4322, 0, 0,
            0, 0, 0, 0, 0, 0, 0, 0, 
            0, 0, 0, 0, 0, 0, 0, 0,
            0, 0, 0, 0, 0, 0]

novMidTempCases = [2815, 3648, 0, 0, 0, 0, 4098, 6023,
            0, 0, 4647, 0, 0, 0, 6881, 7028, 
            5874, 6541, 0, 0, 0, 7427, 8362, 6883,
            0, 5584, 0, 0, 0, 0]

novLowTempCases = [0, 0, 0, 0, 0, 0, 0, 0,
            0, 4395, 0, 6241, 5721, 6486, 0, 0, 
            0, 0, 6462, 0, 6956, 0, 0, 0,
            5144, 0, 6956, 8654, 11268, 5000]


function preload() {
    cloud = loadImage('https://i.imgur.com/MsvLwqH.png');   
    snowFlake = loadImage('https://i.imgur.com/wvzYocn.png');
    sun = loadImage('https://i.imgur.com/AGRTqDm.png');
}


function setup() {

    //star-size
    let SWH1 = random(2, 8);
    let SWH2 = random(6, 10);
    let SWH3 = random(10, 13);


    background(51,59,68);
    createCanvas(1300, 900);

    button = createButton("☀️");
    button.mousePressed();
    button.position(1180, 90);
    button.size(50,50);
    button.style('font-size', '25px');


    button = createButton("☁️");
    button.mousePressed();
    button.position(1180, 160);
    button.size(50,50);
    button.style('font-size', '25px');

    button = createButton("❄️");
    button.mousePressed();
    button.position(1180, 230);
    button.size(50,50);
    button.style('font-size', '25px');

    

    
         

}

function draw() {
    background(51,59,68);
    fill(255);
    textSize(12);
    text ('M A Y  :  C O V I D   C A S E S', 50, 80);
    text ('N O V E M B E R  :  C O V I D   C A S E S', 50, 780);

    textSize(21);
    text ('D o    C O V I D    C a s e s    I n c r e a s e    W h e n    T e m p ar a t u r e s    L o w e r  ?', 50, 840, 900, 60);
    strokeWeight(3.2);
    fill(255,10);
    noStroke();

    rect(50,80,width-200,320);
    rect(50,450,width-200,320);
    
    translate(30,50);

    fill(255, 80);
    may();

    fill(255,0,0,80);
    november();
    
    calendar();

    //sunrays();
    rainfall();

    noStroke();
    
    fill(255);
    //mayHigh();

    mousePressed();


    fill(255,10);

    rect(1137, 27, 60, 60);
    rect(1137, 97, 60, 60);
    rect(1137, 167, 60, 60);




  
}


function calendar() {
  fill(51,59,68);
  for (let i=0;i<31;i++) {
      let index = i + 1;
      //stroke(255, 50);
      
      push();
      fill(255);
      noStroke();
      textSize(12);
      text(index, i*(245/7)+38, 380);
      pop();
    }

}


    


 //____////____////____////____////____////____////____////____////____////____////____////____//   

function createSnowflake() {
    // create a random number of snowflakes each frame
    let t = frameCount / 60; // update time

    for (let i = 0; i < random(5); i++) {
        fill(255);
        snowflakes.push(new snowflake()); // append snowflake object
    }

    // loop through snowflakes with a for..of loop
    for (let flake of snowflakes) {
       flake.update(t); // update snowflake position
       flake.display(); // draw snowflake
    }
}

function snowflake() {
  //referenced from the p5.js open source examples
  // initialize coordinates
  this.posX = 0;
  this.posY = random(-50, 0);
  this.initialangle = random(0, 2 * PI);
  this.size = random(2, 5);

  // radius of snowflake spiral
  // chosen so the snowflakes are uniformly spread out in area
  this.radius = sqrt(random(pow(width / 2, 2)));

  this.update = function(time) {
    // x position follows a circle
    let w = 0.6; // angular speed
    let angle = w * time + this.initialangle;
    this.posX = width / 2 + this.radius * sin(angle);

    // different size snowflakes fall at slightly different y speeds
    this.posY += pow(this.size, 0.5);

    // delete snowflake if past end of screen
    if (this.posY > height) {
      let index = snowflakes.indexOf(this);
      snowflakes.splice(index, 1);
    }
  };

  this.display = function() {
    ellipse(this.posX, this.posY, this.size);
  }
}

//____////____////____////____////____////____////____////____////____//


function createRain() {
    // create a random number of snowflakes each frame
    let t = frameCount / 60; // update time

    for (let i = 0; i < random(5); i++) {
        fill(255);
        rain.push(new rainfall()); // append snowflake object
    }

    // loop through snowflakes with a for..of loop
    for (let drop of rain) {
       drop.update(t); // update snowflake position
       drop.display(); // draw snowflake
    }
}

function rainfall() {
  this.posX = 10;
  this.posY = random(0, width);
  this.initialangle = random(0, PI);
  this.size = random(4, 20);

  // radius of snowflake spiral
  // chosen so the snowflakes are uniformly spread out in area
  this.radius = sqrt(random(0,1000), 1);

  this.update = function(time) {
    // x position follows a circle
    let w = 1; // angular speed
    let angle = w * time + this.initialangle;
    this.posX = width / 35 + 1000 * sin(angle); // change this angle for rain

    // different size snowflakes fall at slightly different y speeds
    this.posY += pow(this.size, 5);

    // delete snowflake if past end of screen
    if (this.posY > 260) {
      let index = rain.indexOf(this);
      rain.shift(index, 3);
    }
  }

  this.display = function() {
    ellipse(this.posX, this.posY, this.size);
  }
}

//____////____////____////____////____////____////____////____////____////____//

function sunrays() {


  rays = random(280, 650);
 
  //stars in the universe
  fill(250, 200, 0);
  ellipse(mouseX*1.1, mouseY*1.8, random(2, 8), random(2, 8));
  ellipse(mouseX*1.3, mouseY*2.5, random(6, 10), random(6, 10));
  ellipse(mouseX*2.3, mouseY*1.5, random(10, 13), random(10, 13));
  ellipse(mouseX/1.1, mouseY/1.8, random(2, 8), random(2, 8));
  ellipse(mouseX/1.3, mouseY/2.5, random(6, 10), random(6, 10));
  ellipse(mouseX/2.3, mouseY/1.5, random(10, 13), random(10, 13));
  
  //glow
  fill(200, 130, 10, 20);
  ellipse(0, 0, (frameCount % 500)*2, (frameCount % 500)*2);
  ellipse(0, 0, (frameCount % 500)*4, (frameCount % 500)*4);
  ellipse(0, 0, (frameCount % 500)*8, (frameCount % 500)*8);
  ellipse(0, 0, (frameCount % 500)*16, (frameCount % 500)*16);
  ellipse(0, 0, (frameCount % 500)*24, (frameCount % 500)*24);
  
  //sun
  fill(250, 200, 0);
  ellipse(5, -11, rays - 20, rays - 30);

}







function may() {
    for (var i=0; i <= mayCases.length; i++) {
        fill(255, 99);
        rect((i*35+3)+25,350,33,-mayCases[i]*0.035);
        //ellipse((i*35+3)+25,190,-mayCases[i]*0.035);
    }
    if (mayCases[i]*0.25 >= 20) {
        fill(255, 99);
    }

}

function mayHigh() {
    for (var i=0; i <= mayHighTempCases.length; i++) {
        fill(255,99);
        rect((i*35+3)+25,350,33,-mayHighTempCases[i]*0.035);
    }
    if (mayHighTempCases[i]*0.25 >= 20) {
        fill(255,0,0,99);
    }
}

function mayMid() {
    for (var i=0; i <= mayMidTempCases.length; i++) {
        fill(255,99);
        rect((i*35+3)+25,350,33,-mayMidTempCases[i]*0.035);
    }
    if (mayMidTempCases[i]*0.25 >= 20) {
        fill(255,99);
    }
}

function mayLow() {
    for (var i=0; i <= mayLowTempCases.length; i++) {
        fill(255,99);
        rect((i*35+3)+25,350,33,-mayLowTempCases[i]*0.035);
    }
    if (mayLowTempCases[i]*0.25 >= 20) {
        fill(255,0,0,99);
    }
}



function november() {
    for (var i=0; i <= novCases.length; i++) {
        rect((i*35+3)+25,400,33,novCases[i]*0.035);
        //ellipse((i*35+3)+25,560,-novCases[i]*0.035);
    }
}

function novLow() {
    for (var i=0; i <= novLowTempCases.length; i++) {
        fill(255,0,0,99);
        rect((i*35+3)+25,400,33,novLowTempCases[i]*0.035);
        //ellipse((i*35+3)+25,560,-novCases[i]*0.035);
    }
    if (novLowTempCases[i]*0.25 >= 20) {
        fill(255,0,0,99);
    }
}

function novMid() {
    for (var i=0; i <= novMidTempCases.length; i++) {
        fill(255,0,0,99)
        rect((i*35+3)+25,400,33,novMidTempCases[i]*0.035);
        //ellipse((i*35+3)+25,560,-novCases[i]*0.035);
    }
    if (novMidTempCases[i]*0.25 >= 20) {
        fill(255,0,0,99);
    }
}

function novHigh() {
    for (var i=0; i <= novHighTempCases.length; i++) {
        fill(255,0,0,99);
        rect((i*35+3)+25,400,33,novHighTempCases[i]*0.035);
        //ellipse((i*35+3)+25,560,-novCases[i]*0.035);
    }
    if (novHighTempCases[i]*0.25 >= 20) {
        fill(255,0,0,99);
    }
}


function mousePressed() {
  //rect(1137, 27, 60, 60);
  //rect(1137, 97, 60, 60);
  //rect(1137, 167, 60, 60);
  if (mouseX >= 1137 && mouseX <= 1197 && mouseY >= 40 && mouseY <= 110) {
    mayHigh();
    novHigh();
    sunrays();
    
  } else if (mouseX >= 1137 && mouseX <= 1197 && mouseY >= 110 && mouseY <= 180) {
    mayMid();
    novMid();
    createRain();
  } else if (mouseX >= 1137 && mouseX <= 1197 && mouseY >= 200 && mouseY <= 250) {
    mayLow();
    novLow();
    createSnowflake();

}
}

Final Project

This program is a Covid-19 version of whack-a-mole called put-on-a-mask. The idea was inspired by an online game that my friends and I played during the pandemic called Covidopoly, a Covid-19 version of the board game Monopoly. Like this game, I wanted to make some light out of this dark situation we are in a make a fun, easy, time-passing game that will (hopefully) keep making you play until the pandemic is over.
To play is simple: the player must put masks on the viruses as fast as they can. There will be a total of 4 viruses on the screen at all times and once a virus is successfully clicked (accompanied by a “pop” sound), it will regenerate in a random color to a random position. If the player misses or takes too long to click a virus, they will get a strike– an accumulation of 3 strikes will end the game. The virus that was on the screen for too long will disappear on its own and regenerate in a new random color and position. Every 20 points, the player will level up which makes the time it takes a virus to disappear on its own shorter.
If I had more time, I would like to add more complex elements to the game like making the viruses move around, add more viruses to the screen after a certain amount of levels, or add more clickable elements for bonus points or strike reductions.

sketch
var covidviruses = [];
var covidImageLinks = ["https://i.imgur.com/iUnzt1x.png", 
                        "https://i.imgur.com/V9cdbDy.png", 
                        "https://i.imgur.com/OjUptCF.png", 
                        "https://i.imgur.com/heDuTxd.png",
                        "https://i.imgur.com/PoNLrQ1.png",
                        "https://i.imgur.com/oIF3cp7.png",
                        "https://i.imgur.com/jc8muyt.png",
                        "https://i.imgur.com/X6MPvtK.png"]
var mask;
var coronavirusSound;
var popSound;
var clickSound;
var covidX = [150, 200, 300, 350];
var covidY = [300, 150, 200, 250];
var strike = 0;
// array of virus objects
var virus = [];
var page = 1;
var score = 0;
var ageIncrease = 1;
var maxScore = 0;
var gameLevel = 1;
var angle = 20;

function preload() {
    // load pictures (different color viruses)
    for(var i = 0; i < covidImageLinks.length; i ++) {
        covidviruses[i] = loadImage(covidImageLinks[i]);
    }
    mask = loadImage("https://i.imgur.com/DdBChjv.png");
    coronavirusSound = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2020/12/coronavirus.wav");
    popSound = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2020/12/pop.wav");
    clickSound = loadSound("https://courses.ideate.cmu.edu/15-104/f2020/wp-content/uploads/2020/12/click.wav")
}

function setup() {
    createCanvas(480, 480);
    useSound();
    // create array of objects of 4 starter viruses (location, size, color, age)
    for(var i = 0; i < 4; i ++) {
        virus[i] = new Object();
        virus[i].x = covidX[i];
        virus[i].y = covidY[i];
        virus[i].color = floor(random(0, 8));
        virus[i].size = 90;
        virus[i].age = 0;
     }
     frameRate(40);
     noStroke();
}

function soundSetup() { 
    coronavirusSound.setVolume(.5);
    popSound.setVolume(.5);
    clickSound.setVolume(.5);
}


function draw() {
    // title page 
    if(page == 1) {
        cursor();
        createTitlePage();
    }
    // game
    if(page == 2) {
        noCursor();
        background("#BFEDFF");
        // draw 4 viruses to begin
        for(var i = 0; i < 4; i ++) {
            image(covidviruses[virus[i].color], virus[i].x, virus[i].y, virus[i].size, virus[i].size);
            // add virus age
            virus[i].age += ageIncrease;
            // if virus has been unclicked for 200 frames --> strike + new virus replacement
            if(virus[i].age == 200) {
                makeNewVirus(i);
                strike += 1;
            }
        }   
        // 3 misses --> game over
        if(strike == 3) {
        // go to end page
            page = 3;
        }

        // mask on cursor
        imageMode(CENTER);
        image(mask, mouseX, mouseY, 90, 90);
        
        updateScore();

        // level up every 20 points and increase aging rate (so virus disappears faster)
        if(score%20 == 0 & score > maxScore) {
            ageIncrease += 1;
            maxScore = score;
            gameLevel += 1;
        }
    }

    // end page
    if(page == 3) {
        cursor();
        createEndPage();
    }

    // help page
    if(page == 4) {
        cursor();
        createHelpPage();
    }
}

function mousePressed() {
    // thresholds of a success click for viruses
    var d = [];
    for(var i = 0; i < 4; i ++) {
        d[i] = dist(mouseX, mouseY, virus[i].x, virus[i].y);
    }

    // title page
    if(page == 1) {
        // play  button --> reset everything
        if(mouseX > 190 & mouseX < 290 && mouseY > 305 && mouseY < 355) {           
            // go to game page
            clickSound.play();
            strike = 0;
            score = 0;
            ageIncrease = 1;
            maxScore = 20;
            gameLevel = 1;
            page = 2;
        }
        if(mouseX > 165 & mouseX < 315 && mouseY > 135 && mouseY < 285){
            // sound effect
            coronavirusSound.play();
        }
        if(mouseX > 140 & mouseX < 340 && mouseY > 365 && mouseY < 415) {
            clickSound.play();
            page = 4;
        }
    }

    // game page
    else if(page == 2) {
        // if clicks are successes for any 4 of the viruses --> make pop sound, score increase by 1, new virus replacement
        if (d[0] < 45) {
            popSound.play();
            makeNewVirus(0);
            score += 1;
        }
        else if (d[1] < 45) {
            popSound.play();
            makeNewVirus(1);
            score += 1;
        }
        else if(d[2] < 45) {
            popSound.play();
            makeNewVirus(2);
            score += 1;
        }
        else if(d[3] < 45) {
            popSound.play();
            makeNewVirus(3);
            score += 1;
        }
        else { // a miss
            strike += 1;
        }
    }

    // end page
    else if(page == 3) {
        // play again button --> reset everything
        if(mouseX > 125 & mouseX < 355 && mouseY > 290 && mouseY < 370) {
            clickSound.play();
            strike = 0;
            score = 0;
            ageIncrease = 1;
            maxScore = 20;
            gameLevel = 1;
            page = 2;
        }
        // go back to main page
        if(mouseX > 140 & mouseX < 340 && mouseY > 365 && mouseY < 415) {
            clickSound.play();
            page = 1;
        }
    }

    // help page
    else if(page == 4) {
        // play  button --> reset everything
        if(mouseX > 190 & mouseX < 290 && mouseY > 305 && mouseY < 355) {           
            // game page
            clickSound.play();
            strike = 0;
            score = 0;
            ageIncrease = 1;
            maxScore = 20;
            gameLevel = 1;
            page = 2;
        }
        // return to main page
        if(mouseX > 140 & mouseX < 340 && mouseY > 365 && mouseY < 415) {
            clickSound.play();
            page = 1;
        }
    }
        
}

// replace clicked viruses or missed viruses 
function makeNewVirus(index) {
    covidX[index] = random(90, 390);
    covidY[index] = random(135, 390);

    virus[index].x = covidX[index];
    virus[index].y = covidY[index];
    virus[index].color = floor(random(0, 8));
    virus[index].size = 90;
    virus[index].age = 0;

}

// title page (page 0)
    // button to play
    // button to go to help page
    // interactive graphic (makes sound)
function createTitlePage() {
    background("#D7C9FF");
    // play button
    if(mouseX > 190 & mouseX < 290 && mouseY > 305 && mouseY < 355) {     
        fill("pink");
    }
    else{
        fill("white");
    }

    rectMode(CENTER);
    rect(width/2, 330, 100, 50);
    
    // help button
    if(mouseX > 140 & mouseX < 340 && mouseY > 365 && mouseY < 415) {
        fill("pink");
    }
    else{
        fill("white");
    }
    rect(width/2, 390, 200, 50);

    textSize(30);
    textAlign(CENTER);

    // text, box labels
    fill("black");
    text("put on a mask!", width/2, height/4);
    text("play!", width/2, 340);
    text("how to play", width/2, 400);
    textSize(10);
    text("click on me!", width/2, 280);

    // animation using transformation
    // viruses moving around the borders
    imageMode(CORNER);
    virusBorder();

    // sound effect virus
    // mouse hover --> rotate
    push();
    translate(240, 210);
    if(mouseX > 165 & mouseX < 315 && mouseY > 135 && mouseY < 285){
        rotate(radians(angle));
    }
    imageMode(CENTER);
    image(covidviruses[6], 0, 0, 150, 150);
    pop();
    angle += 5;
    
}

// page 3
function createEndPage() {
    background("#D7C9FF");    
    
    // play button
    if(mouseX > 125 & mouseX < 355 && mouseY > 290 && mouseY < 370) {
        fill("pink");
    }
    else {
        fill("white");
    }
    rectMode(CENTER);
    rect(width/2, 330, 200, 50);
    
    // return to main page
    if(mouseX > 140 & mouseX < 340 && mouseY > 365 && mouseY < 415) {
        fill("pink");
    }
    else {
        fill("white");
    }
    rect(width/2, 390, 200, 50);

    // text, button labels
    fill("black");
    textSize(30);
    textAlign(CENTER);
    text("game over!", width/2, 150);
    textSize(20);
    text("Score: " + str(score), width/2, 200);
    text("Highest Level: " + str(gameLevel), width/2, 230);
    textSize(30);
    text("play again!", width/2, 340);
    text("main page", width/2, 400);

    imageMode(CORNER);
    virusBorder();
}

// keep track of score, strikes, level on game page
function updateScore() {
    // print current score, strikes, and level at top
    textSize(20);
    textAlign(CENTER);
    text("Score: " + str(score), width/2, 50);
    text("Strikes: " + str(strike), width/2, 70);
    text("Level " + str(gameLevel), width/2, 90);
}

// border pattern
function virusBorder() {
    for(var i = 0; i < width; i += 40) {
        image(covidviruses[floor(random(0, 8))], i, 0, 40, 40);
        image(covidviruses[floor(random(0, 8))], i, 440, 40, 40);
        image(covidviruses[floor(random(0, 8))], 0, i, 40, 40);
        image(covidviruses[floor(random(0, 8))], 440, i, 40, 40);
    }
}

// help page, page 4
function createHelpPage() {
    background("#D7C9FF");
    rectMode(CENTER);

    // play button
    if(mouseX > 190 & mouseX < 290 && mouseY > 305 && mouseY < 355) {     
        fill("pink");
    }
    else{
        fill("white");
    }
    rect(width/2, 330, 100, 50);
    
    // return to home button
    if(mouseX > 140 & mouseX < 340 && mouseY > 365 && mouseY < 415) {
        fill("pink");
    }
    else{
        fill("white");
    }
    rect(width/2, 390, 200, 50);

    // text, labels
    fill("black");
    textSize(30);
    textAlign(CENTER);
    // page button
    text("play!", width/2, 340);
    // help button
    text("main page", width/2, 400);

    text("how to play:", width/2, 120);
    textSize(15);
    text("like whack-a-mole but covid edition! click on the viruses as they appear and cover them with masks! make sure to be fast because the higher the score, the faster they disappear! the game ends after you get 3 misses!", 
        width/2, 300, 300, 300);
    
    imageMode(CORNER);
    virusBorder();
}

Project 11: Landscape

sketchDownload
 /*
Nicholas Wong
Section A
nwong1@andrew.cmu.edu
*/

var rockForeground = []; //Rocks in foreground
var rockMidground = []; //Rocks in midground
var mountains = []; //Mountains in background

//Rock variables
var foregroundRockChance = 0.03; //Probability of rock spawn per frame
var midgroundRockChance = 0.03; //Probability of rock spawn per frame

//Mountain variables
var noiseParam = 1; //Noise param for mountain generation
var noiseStep = 0.01; //Noise step for mountain generation

//Sky variables
var offset = 23; //Wave offset

//Floor grid variables
var lineStart = []; //Line at horizon
var lineEnd = []; //Line at bottom of canvas

function setup() 
{
	frameRate(30);
    createCanvas(480, 300);

    //Initialize mountains
	for(let i = 0; i < width/4; i++)
	{
		var n = noise(noiseParam);
		mountains[i];
		var value = map(n, 0, 1, 0, height);
		mountains.push(value);
		noiseParam += noiseStep;
	}

	//Initialize Floor lines
	for(let i = 0; i<49; i++)
	{
		lineStart[i] = 10*i;
		lineEnd[i] = -1200 + (60*i);
	}

}

function draw() 
{

	background(255, 166, 200);

	//Draw sky wave
	drawSkyPattern();

	//Draw mountains
	drawMountains();

	//Draw floor
	drawFloor();

	//Draw floor lines
	drawFloorLines();


	//Color for rocks
	var foregroundColor = color(115, 31, 77);
	var midgroundColor = color(130, 57, 84);

	//Create rocks based on probability
	if(random(0,1) < foregroundRockChance)
	{
		rockForeground.push(createRock(width + 20,220 + random(0,20),20,random(20,30),foregroundColor)); //Rocks in foreground
	}
	else if (random(0,1) < midgroundRockChance)
	{
		rockMidground.push(createRock(width + 20, 190 + random(-20,20),10, 20, midgroundColor)); //Rocks in background
	}

	//Update positions
	updateMidgroundRocks();
	updateForegroundRocks();
}

//Draw wave
function drawSkyPattern()
{
	push();
	noFill();
	for(let w = 0; w <= height; w += 10) //Number of waves
    {       
        strokeWeight(1)
        stroke(255)

        //Create curvy lines
        beginShape();
		for(let x = 0; x < width; x++)
		{
		    let angle = offset + x *0.01;
		    let y = map(sin(angle), -1, 1, 0, 50);
		    vertex(x,y + w);
		}
		vertex(width,height);
		vertex(0,height);
		endShape();
    }
    pop();


}

//Draw mountains
function drawMountains()
{
	//Add and remove noise values to mountain list
	mountains.shift();
    var n = noise(noiseParam);
    var value = map(n, 0, 1, 0, height);
    noiseParam += noiseStep;
   	mountains.push(value);
	

	//Draw mountain shapes based on noise values
    beginShape();
    for(var i = 0; i <= width/4; i++)
    {
	    fill(224, 105, 149);
	    noStroke();
	    vertex((i * 6), mountains[i] - 50); 
	    vertex((i + 1) * 6, mountains[i + 1] - 50);   
	    vertex(300, 100000); 
    }
    endShape(CLOSE);

	//Draw mountain shapes based on noise values
    beginShape();
    for(var i = 0; i <= width/3; i++)
    {
	    fill(191, 86, 125);
	    noStroke();
	    vertex((i * 10), mountains[i]- 10); 
	    vertex((i + 1) * 10, mountains[i + 1] - 10);   
	    vertex(300, 100000); 
    }
    endShape(CLOSE);
}

//Update and cull rocks
function updateForegroundRocks()
{
	for(let i = 0; i < rockForeground.length; i++)
	{
		rockForeground[i].move();
		rockForeground[i].display();

		//Check to see if rocks are off canvas
		if(rockForeground[i].x + rockForeground[i].size < 0)
		{
			rockForeground.shift(); //Remove rock
		}
	}
}

//Update and cull rocks
function updateMidgroundRocks()
{
	//Check to 
	for(let i = 0; i < rockMidground.length; i++)
	{
		rockMidground[i].move();
		rockMidground[i].display();

		//Check to see if rocks are off canvas
		if(rockMidground[i].x + rockMidground[i].size < 0)
		{
			rockMidground.shift(); //Remove rock
		}
	}
}

//Draw floor lines
function drawFloorLines()
{
	push();
	for(let i = 0; i < 49; i++)
	{
		stroke(255, 148, 194);
		strokeWeight(1);

		//Draw line
		line(lineStart[i],170,lineEnd[i],height);

		//Move lines
		lineStart[i] -= 5;
		lineEnd[i] -= 30;

		//Reset lines if off canvas
		if(lineStart[i] == 0)
		{
			lineStart[i] = width;
		}
		if(lineEnd[i] == -1200)
		{
			lineEnd[i] = 1680;
		}
	}
	pop();
}

//Draw floor rectangle
function drawFloor()
{	
	push();
	noStroke();
	fill(158, 70, 102);
	rect(0,170,width,height);
	pop();
}



//Create rock
function createRock(xPos, yPos,rockSpeed, rockSize, rockColor, )
{
	var fRock = {x: xPos, 
				y: yPos,
				speed: rockSpeed * -1,
				sides: random(3,5),
				size: rockSize,
				color: rockColor,
				variation: random(0.5,1),
				move: rockMove,
				display: rockDisplay}
	return fRock;
}

function rockMove()
{
	this.x += this.speed; //Move the rock
}

function rockDisplay()
{
	//Change rock color
	fill(this.color);
	noStroke();

	//Create rock based on size, variation, and number of sides
	let angle = TWO_PI / this.sides;
	beginShape();
	for (let a = 0; a < TWO_PI; a += angle) 
	{
	let sx = this.x + cos(a * this.variation) * this.size;
	let sy = this.y + sin(a * this.variation) * this.size;
	vertex(sx, sy);
	}
	endShape(CLOSE);
}

A stylized desert. Rocks are objects that are randomly generated, and are automatically culled when off the canvas. Rocks further away from the bottom of the canvas move slower than rocks closer to the bottom of the canvas. Mountains vary in speed to give the illusion of depth.

Inspiration:

Mountains eps 10 background view pink Royalty Free Vector

Project 11

sketchDownload
var hills = [];
var noiseParam = 0;
var noiseStep = 0.03;
var xTree = [];
var yTree = [];
var car;

function preload() {
    car = loadImage("https://i.imgur.com/dk31naF.png");
}

function setup() {
    createCanvas(400, 250);
    for (var i = 0; i <= width/5; i ++) {
        var n = noise(noiseParam);
        var value = map(n, 0, 1, 0 ,height);
        print(n);
        hills.push(value);
        noiseParam += noiseStep;
    }
    frameRate(10);
    imageMode(CENTER);
}

function draw() {
    background(0, 59, 107); //dark sky
    hills.shift();
    var n = noise(noiseParam);
    var value = map(n, 0, 1, 0 ,height);
    hills.push(value);
    noiseParam += noiseStep;
    for (var i = 0; i < width/5; i ++) {
        var x = i*5;
        noStroke();
        fill(22, 105, 120);
        beginShape(); //drawing the hills
        vertex(x, height);
        vertex(x, hills[i]); 
        vertex(x+5, hills[i+1]);
        vertex(x+5, height);
        endShape();
        //draw tree if hillValue[i] is smaller than the points before & after
        if (hills[i] < hills[i+1] && hills[i] < hills[i-1]) {
            tree(x, hills[i]);
        }
    }
    //insert car image
    image(car, width/2, height/2, 450, 300);

}
function tree(x, hills) {
    fill(1, 120, 33)
    triangle(random(x-2, x-5), hills*1.2, random(x, x+3), 
    hills*0.8, x+5, hills*1.2);
    stroke(46, 19, 19);
    strokeWeight(2);
    line(x, hills*1.2, x, hills*1.5); 
}

This animation shows a baby sitting inside a car in the middle of a long drive at night, staring out into the mountains.